if (Mathf.Abs(cameraTransform.position.y - transform.position.y) >= textureUnitSizeY)
{
float offsetPositionY = (cameraTransform.position.y - transform.position.y) % textureUnitSizeY;
- transform.position = new Vector3(transform.position.x, cameraTransform.position.y + offsetPositionY);
+ transform.position = new Vector3(transform.position.y, cameraTransform.position.y + offsetPositionY);
}
}
}