This video records process rather than presenting a finished recipe. I had a visible framing problem, a partial constraint system already working on two axes, and a question about whether the same approach would hold up when the viewport changed.
Why I made this
In a 2.5D side scroller, a following camera can move far enough to show space outside the designed level. The end-of-level frame needs to stop at the boundary while still following the player naturally through the playable area.
The constraint also has to survive different aspect ratios. A value that hides the edge at one viewport can reveal blankness at another, so the solution requires visual testing and adjustment rather than a single unchecked coordinate.
What I did
I modified the AutoCam script used by Unity's MultipurposeCameraRig to define positional edges. The horizontal and depth limits were already in place; the recording focuses on building and testing the vertical constraint.
Rather than recapture a polished tutorial after the experiment, I recorded narration over the original footage. That let me explain what I was testing while preserving the real sequence of adjustments and results.
After adding the boundary, I test and tune it across several aspect ratios. The format makes the decision loop visible: identify exposed non-level space, adjust the limiting value, change the viewport, and confirm whether the frame still holds.
I also explain the content experiment itself. I was doing more technical exploration than could justify full tutorial production, so narrated process footage offered a faster way to share useful work and let audience questions determine where deeper content was warranted.
A note on the archive
This experiment uses Unity's 2016 Standard Assets camera package and edits AutoCam directly. Modern Unity camera workflows, including Cinemachine, provide different constraint and framing tools; use current documentation for production guidance.
The original video was recorded without narration and then voiced over. There is no usable caption track, so I didn’t invent chapter timestamps. I’m keeping it because you can see the camera fail, watch the constraint change, and follow the test across different screen shapes.