Refer same position using 2 cameras with different orthosize
For my game, I am using 2 cameras, each has different orthographic size set. Using my main camera, I am rendering actual game which secondary camera, I try to render particle effects.
I want to show blast particle effect over player spaceship to show up. For this I assign same position as player spaceship has to blast effect prefabs.
Here I have attached one image so that you can understand what happen actually in game.
I don't understand why use two cameras or different orthosize in this case. Particles will always look like they're in wrong place using such composition.
Why not just order particles so they're always on top?
Why must orthographic size of cameras be different?
You may need to supply more information. This could be caused for a number of reasons:
Different viewport Rect's.
Assigning incorrect position to effects camera.
Root motions on the effects animations.
Local position of blast effect prefabs.
Basically I am using this plugin to show different destroy effects : Simple Particle Pack
In this plugin, all particles prefabs are so much big in size and if I use single game camera for this purpose then it covered my full screen with particles. So I just used another camera with higher orthographic size so that I can show it smaller in size.
I try to modify particle properties but can't able to create small size particle effect. So at last I have decided to add new camera.
I think now you got complete my point.
If your particles are too large, you need to make them smaller. Don't create a new camera as a method of resizing them - that's madness! Why can't you modify the particle properties?
For example, my space ship is at (0,-1.5f,0) position so I am directly applying this position to my blast effect object but it is displayed at different position. If I check position of space ship and blast effect then both have same position but both are display at different position on screen. That is because of different camera at per my thinking.
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