How To Apply Bounds in Unity For iOS devices - c#

I've made an unity game for iOS devices. It has a game object(sphere) which moves by the force applied to it. But I want to limit the sphere within the screen bounds.
I've seen the unity reference to Bounds, but i don't know how apply it according to the iOS device screens. Please Help.
ThankYou.

Use Mathf.clamp to keep your movement within the screen size. This will be more efficient than using colliders on the edges of your screen. Just play around with your object until you get the right numbers to keep it on your screen. Of course if you plan to use iOS tablets etc you will need to be able to account for the change in your clamping area.
Here is a link to the Unity Documentation which actually includes an example of what you are trying to do.
http://docs.unity3d.com/Documentation/ScriptReference/Mathf.Clamp.html

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I had the same problem. Recently figured out what was cousing it. So it's universal render pipeline with it's pixel perfect camera (experimental) component. I turned off urp and switched to pixel perfect camera (not experimental) and everything is smooth now, but sadly no more urp. So let's just hope they will fix it in the future and there will be oportunity to use urp with pixel perfect without jittering.
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I just found this: Cinemachine Pixel Perfect extension.
Which doesn't fix it for me because I'm using a Target, but in case anyone has this problem and wants to try it.
The documentation even says:
The following are the current limitations of the extension:
When a virtual camera with the Pixel Perfect extension is set to follow a Target Group, there may be visible choppiness when the virtual camera is positioned with the Framing Transposer component.

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Update: I misunderstood your question, you say GameObject, i understand UI.
Please check this. I don't have this issue on my game. But when i try it with mac or windows machines, it is problematic. So maybe this can solve.
Other solution is more common which is you and Agumander say, change orthographic size of Camera.
This Is for UI
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