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Fitting a series Gameobjects within camera view
I am trying to fit a grid of gameobject into the orthographic view but I have a problem whenever I change the amount of grids to display it would overlap the view. What I did is whatever the amount of grid is it will also be the same value with orthographicsize. I know this is not a good programming solution so I've removed it. What cαn I do to fit a series of gameobjects, having always the same margin as the amount of grid changes?

     private void Start() {
         for(int i = 0; i < wordSearch.Gridsize; i++) {
             for(int j = 0; j < wordSearch.Gridsize; j++) {
                 cell = Instantiate(gridCell, new Vector3(j * 1 * gridCell.transform.position.x * cellSpacing, i * 1 * gridCell.transform.position.y * cellSpacing, 0), Quaternion.identity);
                 cell.name = "cell-Y: " + i.ToString() + " cell-X: " + j.ToString();
                 GameObject textObject = cell.transform.GetChild(0).gameObject;
                 textObject.GetComponent<TextMeshPro>().text = wordSearch.matrix[i, j].ToString();
                 textObject.name = textObject.GetComponent<TextMeshPro>().text;
             }
         }
         CenterPoint();
        // FitToScreen();
     }
 
     private void CenterPoint() {
         Vector3 offset = new Vector3(0, -1, -10);
         cellGameobject = GameObject.FindGameObjectsWithTag("cell");
         transformCell = new Transform[cellGameobject.Length];
         for(int i = 0; i < cellGameobject.Length; i++) {
             transformCell[i] = cellGameobject[i].transform;
         }
         for(int a = 0; a < transformCell.Length; a++) {
             cellVectors += transformCell[a].position;
         }
         centercell = cellVectors / transformCell.Length;
         GetComponent<Camera>().transform.position = centercell + offset;
     }
 
     private void FitToScreen() {
         Camera.main.orthographicSize = /* I dont know what to put here yet */;
     }
 
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