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How do I get an off-center camera view, without breaking FOV & aspect ratio?
There's this script here in the docs: http://unity3d.com/support/documentation/ScriptReference/Camera-projectionMatrix which works, sort of...
But all I am trying to do is have the camera view move, in 2d screen space, as if it were a larger-than-the-screen camera view that you were zoomed in on and scrolling around. I don't need to distort things or want to keep manually setting corner coordinates, so is there a better way to achieve this?
Answer by Eric5h5 · May 23, 2012 at 05:04 PM
Thanks! This probably won't work since I wanted to be smoothly changing the FOV every frame at the same time I was dragging the view around (trying to implement a two-fingered zoom-scale drag effect) and so I'm probably going to just go ahead and move the camera xywise. But still you're awesome so answer accepted.
It would work, you'd just need to call ResetProjection$$anonymous$$atrix as mentioned.
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