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Ease in transform.LookAt() - keep other target within camera boundaries
Suppose you let the user click on any point in a "grid plane" to look at (transform.LookAt(Input.mousePosition)
). But, you want to keep a target object within view of the camera.
How would you check that the new lookat view keeps that target object within bounds of the camera? Also, is there a way to ease in the transform.lookat? Would using Lerp be appropriate, or should a curve be used?
Answer by The_r0nin · Dec 22, 2010 at 04:15 PM
To "ease" the rotation, you can Lerp between your (transform.forward * Vector3.Distance(transform.position,target.transform.position)) and your target.transform.position [so you have equal length vectors... you could also normalize]. Then set transform.LookAt() to the resultant vector.
You can use Renderer.isVisible to find out if the camera can see the object, but you'd be better off just setting a position that the camera zooms to that will keep both in view (requires a little math, but you can figure out the angle needed to make the camera equidistance from both target and point).
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