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Question by dhotlo2 · Nov 04, 2016 at 05:50 PM · cameracamera-movementcamera follow

Trying to turn the Tank Game Camera script into perspective projection.

So I am using the Tank game camera script and changed a few things up to track my players as they spawn into the scene. Everything works perfect if the camera projection mode stays in orthographic, but I want the view to be 3D so I need to make it work for perspective movement. At the time it works but only following players left and right on the x axis and it is not moving up and down with the y axis, nor is it zooming in and out like it is supposed to. This is my script:

using UnityEngine; using System.Collections;

public class CameraSmash : MonoBehaviour {

     public float m_DampTime = 0.2f;                 // Approximate time for the camera to refocus.
     public float m_ScreenEdgeBuffer = 4f;           // Space between the top/bottom most target and the screen edge.
     public float m_MinSize = 6.5f;                  // The smallest orthographic size the camera can be.
     public Transform[] m_Targets; // All the targets the camera needs to encompass.


     private Camera m_Camera;                        // Used for referencing the camera.
     private float m_ZoomSpeed;                      // Reference speed for the smooth damping of the orthographic size.
     private Vector3 m_MoveVelocity;                 // Reference velocity for the smooth damping of the position.
     private Vector3 m_DesiredPosition;              // The position the camera is moving towards.

 void Update () 
 {
     
     GameObject[] gameObjects = GameObject.FindGameObjectsWithTag ("Player");
     m_Targets = new Transform[gameObjects.Length];
     for (int i = 0; i < gameObjects.Length; i++) {
         m_Targets[i] = gameObjects[i].transform;
     }

 }
     private void Awake ()
     {
     
         m_Camera = GetComponentInChildren<Camera> ();
     }

     
     private void FixedUpdate ()
     {
         // Move the camera towards a desired position.
         Move ();

         // Change the size of the camera based.
         Zoom ();
     }


     private void Move ()
     {
         // Find the average position of the targets.
         FindAveragePosition ();

         // Smoothly transition to that position.
         transform.position = Vector3.SmoothDamp(transform.position, m_DesiredPosition, ref m_MoveVelocity, m_DampTime);
     }


     private void FindAveragePosition ()
     {
         Vector3 averagePos = new Vector3 ();
         int numTargets = 0;

         // Go through all the targets and add their positions together.
         for (int i = 0; i < m_Targets.Length; i++)
         {
             // If the target isn't active, go on to the next one.
             if (!m_Targets[i].gameObject.activeSelf)
                 continue;

             // Add to the average and increment the number of targets in the average.
             averagePos += m_Targets[i].position;
             numTargets++;
         }

         // If there are targets divide the sum of the positions by the number of them to find the average.
         if (numTargets > 0)
             averagePos /= numTargets;

         // Keep the same y value.
         averagePos.y = transform.position.y;
         averagePos.z = transform.position.z;

         // The desired position is the average position;
         m_DesiredPosition = averagePos;
     }


     private void Zoom ()
     {
         // Find the required size based on the desired position and smoothly transition to that size.
         float requiredSize = FindRequiredSize();
         m_Camera.orthographicSize = Mathf.SmoothDamp (m_Camera.orthographicSize, requiredSize, ref m_ZoomSpeed, m_DampTime);
     }


     private float FindRequiredSize ()
     {
         // Find the position the camera rig is moving towards in its local space.
         Vector3 desiredLocalPos = transform.InverseTransformPoint(m_DesiredPosition);

         // Start the camera's size calculation at zero.
         float size = 0f;

         // Go through all the targets...
         for (int i = 0; i < m_Targets.Length; i++)
         {
             // ... and if they aren't active continue on to the next target.
             if (!m_Targets[i].gameObject.activeSelf)
                 continue;

             // Otherwise, find the position of the target in the camera's local space.
             Vector3 targetLocalPos = transform.InverseTransformPoint(m_Targets[i].position);

             // Find the position of the target from the desired position of the camera's local space.
             Vector3 desiredPosToTarget = targetLocalPos - desiredLocalPos;

             // Choose the largest out of the current size and the distance of the tank 'up' or 'down' from the camera.
             size = Mathf.Max(size, Mathf.Abs(desiredPosToTarget.y));

             // Choose the largest out of the current size and the calculated size based on the tank being to the left or right of the camera.
             size = Mathf.Max(size, Mathf.Abs(desiredPosToTarget.x) / m_Camera.aspect);
         }

         // Add the edge buffer to the size.
         size += m_ScreenEdgeBuffer;

         // Make sure the camera's size isn't below the minimum.
         size = Mathf.Max (size, m_MinSize);

         return size;
     }


     public void SetStartPositionAndSize ()
     {
         // Find the desired position.
         FindAveragePosition ();

         // Set the camera's position to the desired position without damping.
         transform.position = m_DesiredPosition;

         // Find and set the required size of the camera.
         m_Camera.orthographicSize = FindRequiredSize ();
     }
 }
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Answer by dhotlo2 · Nov 04, 2016 at 06:11 PM

Nevermind I figured it out, had to literally take out the line that keeps the same y value...need more coffee averagePos.y = transform.position.y; //delete this line

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