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Unity 5.x By Example

You're reading from   Unity 5.x By Example An example-based practical guide to get you up and running with Unity 5.x

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781785888380
Length 402 pages
Edition 1st Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (10) Chapters Close

Preface 1. The Coin Collection Game – Part 1 FREE CHAPTER 2. Project A – the Collection Game Continued 3. Project B – the Space Shooter 4. Continuing the Space Shooter 5. Project C – a 2D Adventure 6. Continuing the 2D Adventure 7. Project D – Intelligent Enemies 8. Continuing with Intelligent Enemies Index

Bounds locking


On previewing the game thus far, the spaceship probably looks too large. We can fix this easily by changing the scale of the Player object. I've used a value of 0.5 for the X, Y, and Z axes. See Figure 3.24. However, even with a more sensible scale, a problem remains. Specifically, it's possible to move the player outside the boundaries of the screen without limit. This means that the player can fly off into the distance, out of view, and never be seen again. Instead, the camera should remain still and the player movement should be limited to the camera view or bounds so that it never exits the view.

Figure 3.24: Rescaling the player

There are different ways to achieve bounds locking, most of which involve scripting. One way is to simply clamp the positional values of the Player object between a specified range, a minimum and maximum. Consider Code Sample 3.2 for a new C# class called BoundsLock. This script file should be attached to the player.

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