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Question by coolbird22 · Jan 04, 2016 at 12:33 PM · cameratopdownisometric

Need help converting isometric camera following multiple gameobjects script to a perspective camera following multiple gameobjects.

The script is from the Unity Tanks Tutorial from the Unity learn site. I tried replacing the orthographicsize with perspective and FOV but it didn't work. To summarize, the camera needs to follow specific gameobjects in the scene, but in the perspective mode, instead of the currently working isometric mode.

 using UnityEngine;
 
 public class CameraControl : MonoBehaviour
 {
 public float m_DampTime = 0.2f;                 
 public float m_ScreenEdgeBuffer = 4f;         
 public float m_MinSize = 6.5f;                 
 public Transform[] m_Targets; 
 
 
 private Camera m_Camera;                        
 private float m_ZoomSpeed;                     
 private Vector3 m_MoveVelocity;                 
 private Vector3 m_DesiredPosition;              
 
 
 private void Awake ()
 {
     m_Camera = GetComponentInChildren<Camera> ();
 }
 
 
 private void FixedUpdate ()
 {
     Move ();
     Zoom ();
 }
 
 
 private void Move ()
 {
     FindAveragePosition ();
 
     transform.position = Vector3.SmoothDamp(transform.position, m_DesiredPosition, ref m_MoveVelocity, m_DampTime);
 }
 
 
 private void FindAveragePosition ()
 {
     Vector3 averagePos = new Vector3 ();
     int numTargets = 0;
 
     for (int i = 0; i < m_Targets.Length; i++)
     {
         if (!m_Targets[i].gameObject.activeSelf)
             continue;
 
         averagePos += m_Targets[i].position;
         numTargets++;
     }
 
     if (numTargets > 0)
         averagePos /= numTargets;
 
     averagePos.y = transform.position.y;
 
     m_DesiredPosition = averagePos;
 }
 
 
 private void Zoom ()
 {
     float requiredSize = FindRequiredSize();
     m_Camera.orthographicSize = Mathf.SmoothDamp (m_Camera.orthographicSize, requiredSize, ref m_ZoomSpeed, m_DampTime);
 }
 
 
 private float FindRequiredSize ()
 {
     Vector3 desiredLocalPos = transform.InverseTransformPoint(m_DesiredPosition);
 
     float size = 0f;
 
     for (int i = 0; i < m_Targets.Length; i++)
     {
         if (!m_Targets[i].gameObject.activeSelf)
             continue;
 
         Vector3 targetLocalPos = transform.InverseTransformPoint(m_Targets[i].position);
 
         Vector3 desiredPosToTarget = targetLocalPos - desiredLocalPos;
 
         size = Mathf.Max(size, Mathf.Abs(desiredPosToTarget.y));
 
         size = Mathf.Max(size, Mathf.Abs(desiredPosToTarget.x) / m_Camera.aspect);
     }
 
     size += m_ScreenEdgeBuffer;
 
     size = Mathf.Max (size, m_MinSize);
 
     return size;
 }
 
 
 public void SetStartPositionAndSize ()
 {
     FindAveragePosition ();
 
     transform.position = m_DesiredPosition;
 
     m_Camera.orthographicSize = FindRequiredSize ();
 }
 }
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avatar image coolbird22 · Jan 05, 2016 at 06:46 PM 0
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bumpity bump

avatar image coolbird22 coolbird22 · Jan 08, 2016 at 06:03 AM 0
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bump bump bump ..

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