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Question by Ahsenhein · Mar 06, 2017 at 10:54 PM · cameratransform.positioncamera followinversetransformpoint

Camera rig - tanks tutorial - local and world space?

I'm really confused about this function so I'll be making a question right next to each line of code that I didn't get.

Link to the video tutorial:

https://unity3d.com/pt/learn/tutorials/projects/tanks-tutorial/camera-control?playlist=20081

Start at 22:42.

 private float FindRequiredSize()
 {
     Vector3 desiredLocalPos = transform.InverseTransformPoint(m_DesiredPosition); //What's the difference between local and world space? Does that mean I'll get the coordinates(x,y) on my screen based on my world coordinate?

     float size = 0f;

     for (int i = 0; i < m_Targets.Length; i++)
     {
         if (!m_Targets[i].gameObject.activeSelf)
             continue;

         Vector3 targetLocalPos = transform.InverseTransformPoint(m_Targets[i].position); //Am I incrementing or just replacing it with the last targets.position that I got from the loop?

         Vector3 desiredPosToTarget = targetLocalPos - desiredLocalPos; //?

         size = Mathf.Max (size, Mathf.Abs (desiredPosToTarget.y)); //?

         size = Mathf.Max (size, Mathf.Abs (desiredPosToTarget.x) / m_Camera.aspect); //?
     }
     
     size += m_ScreenEdgeBuffer;

     size = Mathf.Max(size, m_MinSize);

     return size;
 }


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