private void UpdateCameraLimit() { WorldMap.CompressBounds(); float cellSize = WorldMap.cellSize.x; Vector2 cellZeroPosition = WorldMap.CellToWorld(new Vector3Int(WorldMap.cellBounds.xMin, WorldMap.cellBounds.yMin, 0)); minMaxXPosition = new Vector2(cellZeroPosition.x + CameraSize.x / 2 - borderOffset, cellZeroPosition.x + WorldMap.size.x * cellSize - CameraSize.x / 2 + borderOffset); minMaxYPosition = new Vector2(cellZeroPosition.y + CameraSize.y / 2 - borderOffset, cellZeroPosition.y + WorldMap.size.y * cellSize - CameraSize.y / 2 + borderOffset); Debug.Log("Camera min/max position: x: " + minMaxXPosition + " y: " + minMaxYPosition); }