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Unity 2018 By Example

You're reading from   Unity 2018 By Example Learn about game and virtual reality development by creating five engaging projects

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Product type Paperback
Published in Jul 2018
Publisher
ISBN-13 9781788398701
Length 484 pages
Edition 2nd 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 (14) Chapters Close

Preface 1. Unity Fundamentals FREE CHAPTER 2. Creating a Collection Game 3. Creating a Space Shooter 4. Continuing the Space Shooter 5. Creating a 2D Adventure Game 6. Continuing the 2D Adventure 7. Creating Artificial Intelligence 8. Continuing with Intelligent Enemies 9. Entering Virtual Reality 10. Completing the VR Game A. Test Your Knowledge Answers Other Books You May Enjoy 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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