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Question by KronosAmon · Mar 23, 2020 at 05:35 AM · cameralayersmanipulation

Making objects seem bigger with the second camera

I am making a space shooter game that the player constantly moves forward, t$$anonymous$$nk it like an infinite runner game but in space.                            W$$anonymous$$le the player continues to move I spawn stars and planets on random locations and I want them to look gigantic, but I realized making the game objects actually gigantic wasn't a good idea.                                         So I searched a bit and found out with the usage of the second camera it is possible to make the gameObjects much bigger than they actually are.


Exactly like in t$$anonymous$$s video: Youtube


I set up the cameras and layers, I get the logic too, I need to make the second camera closer to the object to make it seem bigger but how I am going to make the camera closer to multiple objects w$$anonymous$$ch all of them in different places?                     I failed to figure it out.

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Answer by streeetwalker · Mar 23, 2020 at 10:10 AM

You don't have to, because your scaled camera uses the same orientation as your main camera. So it only looks where the player is looking.

The t$$anonymous$$ng is the author is showing off $$anonymous$$s work. He doesn't explain how to do it. If you visit the reddit discussion linked in that video, you can get some clues:

"You put all the GameObjects that you want in the scaled space on a specific layer, and have a separate camera that renders only that specific layer. The scaled camera then mirrors the main camera's field of view and rotation. The translation gets mirrored as well, but for every 1 unit, the scaled camera moves only 1/scaleFactor. The parallax effect that comes from that gives you the illusion that you're looking at somet$$anonymous$$ng much, much bigger than it actually is."

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