title: Zooming in unity mobile
body: <p>I'm trying to zoom in and out in my game with a zoom limit. I'm using this code to scroll and pinch but I didn't figure out how to limit the zoom distance (minzoomlimit and maxzoomlimit). I mean when the player wants to zoom in he can zoom for a certain distance and when he wants to zoom out he zoom for certain distance.</p>
  
  <p>This is the code I'm using to scroll and pinch.</p>
  
  <pre><code>using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  using UnityEngine.UI;
  
  public class ScrollAndPinch : MonoBehaviour
  {
  #if UNITY_IOS || UNITY_ANDROID
      public Camera Camera;
      public bool Rotate;
      protected Plane Plane;
      public float perspectiveZoomSpeed = 0.5f;        // The rate of change of the field of view in perspective mode.
      public float orthoZoomSpeed = 0.5f;
  
  
  
  
  
      public Transform Map;
  
      float distance;
  
      float MaxDistance = 37063.57f; /*= new Vector3(-3724.8f, 34576.9f, -4562.5f);*/
      float MinDistance = 123302.2f; /*= new Vector3(-18149.0f, 180315.6f, -73023.5f);*/
  
      private void Awake()
      {
          if (Camera == null)
              Camera = Camera.main;
          Input.multiTouchEnabled = true;
  
      }
  
      private void Update()
      {
  
          //Update Plane
          if (Input.touchCount &gt;= 1)
              Plane.SetNormalAndPosition(transform.up, transform.position);
  
          var Delta1 = Vector3.zero;
          var Delta2 = Vector3.zero;
  
          //Scroll
          if (Input.touchCount &gt;= 1)
          {
              Delta1 = PlanePositionDelta(Input.GetTouch(0));
              if (Input.GetTouch(0).phase == TouchPhase.Moved)
                  Camera.transform.Translate(Delta1, Space.World);
          }
  
  
          //Pinch
          if (Input.touchCount &gt;= 2)
          {
              var pos1 = PlanePosition(Input.GetTouch(0).position);
              var pos2 = PlanePosition(Input.GetTouch(1).position);
              var pos1b = PlanePosition(Input.GetTouch(0).position - Input.GetTouch(0).deltaPosition);
              var pos2b = PlanePosition(Input.GetTouch(1).position - Input.GetTouch(1).deltaPosition);
  
              //calc zoom
              var zoom = Vector3.Distance(pos1, pos2) /
                         Vector3.Distance(pos1b, pos2b);
              //Debug.Log(zoom);
              //edge case
              if (zoom == 0 || zoom &gt; 10)
                  return;
  
              //Move cam amount the mid ray
              // Camera.fieldOfView = Mathf.Clamp(Camera.fieldOfView, MinDistance, MaxDistance);
              distance = Vector3.Distance(Camera.transform.position, Map.position);
              Camera.transform.position = Vector3.LerpUnclamped(pos1, Camera.transform.position, 1/zoom);
  
  
  
  
              if (Rotate &amp;&amp; pos2b != pos2)
  
              Camera.transform.RotateAround(pos1, Plane.normal, Vector3.SignedAngle(pos2 - pos1, pos2b - pos1b, Plane.normal));
  
  
  
  
  
  
  
          }
  
      }
  
      protected Vector3 PlanePositionDelta(Touch touch)
      {
          //not moved
          if (touch.phase != TouchPhase.Moved)
              return Vector3.zero;
  
          //delta
          var rayBefore = Camera.ScreenPointToRay(touch.position - touch.deltaPosition);
          var rayNow = Camera.ScreenPointToRay(touch.position);
          if (Plane.Raycast(rayBefore, out var enterBefore) &amp;&amp; Plane.Raycast(rayNow, out var enterNow))
              return rayBefore.GetPoint(enterBefore) - rayNow.GetPoint(enterNow);
  
          //not on plane
          return Vector3.zero;
      }
  
      protected Vector3 PlanePosition(Vector2 screenPos)
      {
          //position
          var rayNow = Camera.ScreenPointToRay(screenPos);
          if (Plane.Raycast(rayNow, out var enterNow))
              return rayNow.GetPoint(enterNow);
  
          return Vector3.zero;
      }
  
      private void OnDrawGizmos()
      {
          Gizmos.DrawLine(transform.position, transform.position + transform.up);
      }
  #endif
  }
  </code></pre>
  
  <p>Any Help please thank you :D . </p>