- Home /
Having a plane at exactly the far clip of a camera
I'm trying to position a plane/cube so that it is always at about the far clip of a camera, and always parallel to the farclip and exactly covering the size of the far clip to cover the entire "back background" of the camera.
I've tried varying combinations of .LookAt
and setting planeTransform.forward = camTransform.forward
and such, but for some reason, the plane/cube always "warps" when the camera turns, and then I can see the edges.
It seems the constraints of:
position @ far clip
size of the far clip plane
orientation parallels to the far clip (based on camTransform.forward?)
Are do-able, but I can't seem to get it just right. :-( Please help!
Just out of curiosity: why is your farClipPlane changing at runtime? If it isn't, couldn't you just parent a correctly-sized plane to your camera? And if it is - why do you need such a backdrop plane?
Answer by Default117 · Feb 14, 2012 at 11:14 PM
Have you considered using 2DTextures instead of using a 3D plane? If you render a texture onto the screen (exactly the size of the screen), and ensure the depth is below your main camera it will be rendered behind everything else.
That is why i said render it at a different depth so that you main camera is still rendering on top
Your answer
Follow this Question
Related Questions
Attaching camera to instantiated object 1 Answer
make player move in camera direction 1 Answer
Smoothly Move camera while looking at object 0 Answers
LookAt in opposite direction? 2 Answers
LookAt only when camera position changes 2 Answers