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Question by serious6 · Oct 24, 2016 at 03:09 PM · cameraplaneviewfieldofviewfrustum

I can't fit a plane to my field of view

I'm trying to fill the screen with a plane which will be my play Area for an Android game. The thing is that this code:

         playArea.transform.position = new Vector3(0f, 0f, 5f);
 
         var frustumHeight = 2.0f * Mathf.Tan(Camera.main.fieldOfView * 0.5f * Mathf.Deg2Rad) * playArea.transform.position.z;
 
         var frustumWidth = frustumHeight * Camera.main.aspect;
 
         playArea.transform.localScale = new Vector3(frustumWidth, 1.0f, frustumHeight);

doesn't seem to work. I get 3.849002 for height and for width 5.773502, when I would need 1.535 for height and 2.31 for width (approximately).

Thanks for any insights!

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avatar image tanoshimi · Oct 24, 2016 at 04:03 PM 0
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You are using a perspective camera, right?

avatar image serious6 tanoshimi · Oct 24, 2016 at 09:08 PM 0
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Yes, I am.

avatar image TreyH serious6 · Oct 24, 2016 at 09:33 PM 0
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Is there a reason you're using perspective ins$$anonymous$$d of orthographic? "play Area for Android game" gives me the impression that perspective view may not be what you want.

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Answer by serious6 · Oct 26, 2016 at 01:31 AM

Any help? D:

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Answer by snertingen · Jan 02, 2018 at 09:03 PM

@serious6 I'm using following code to find my screen size (frustum). Don't know if it help you, but just in case:

         var cam = Camera.main;
         var planes = GeometryUtility.CalculateFrustumPlanes(cam);
         var distance = planes[4].distance; //Ordering: [0] = Left, [1] = Right, [2] = Down, [3] = Up, [4] = Near, [5] = Far https://docs.unity3d.com/ScriptReference/GeometryUtility.CalculateFrustumPlanes.html
         var frustumHeight = 2.0f * distance * Mathf.Tan(cam.fieldOfView * 0.5f * Mathf.Deg2Rad);
         var frustumWidth = frustumHeight * cam.aspect;
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