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Mathf.Clamp

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public static function Clamp(value: float, min: float, max: float): float;
public static float Clamp(float value, float min, float max);
public static def Clamp(value as float, min as float, max as float) as float

Description

Clamps a value between a minimum float and maximum float value.

	// Set the position of the transform to be that of the time
	// but never less than 1 or more than 3

function Update () { transform.position = Vector3(Mathf.Clamp(Time.time, 1.0, 3.0), 0, 0); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Update() {
        transform.position = new Vector3(Mathf.Clamp(Time.time, 1.0F, 3.0F), 0, 0);
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Update() as void:
		transform.position = Vector3(Mathf.Clamp(Time.time, 1.0F, 3.0F), 0, 0)

public static function Clamp(value: int, min: int, max: int): int;
public static int Clamp(int value, int min, int max);
public static def Clamp(value as int, min as int, max as int) as int

Description

Clamps value between min and max and returns value.

	// Clamps the value 10 to be between 1 and 3.
	// prints 3 to the console

print(Mathf.Clamp(10, 1, 3));
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Example() {
        print(Mathf.Clamp(10, 1, 3));
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Example() as void:
		print(Mathf.Clamp(10, 1, 3))