This repository has been archived by the owner on Jul 22, 2024. It is now read-only.
Calculating transform parameters instead of overriding worldToCameraMatrix #159
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Fix #158. In addition, it advances in some of the efforts in #154 . Now, like Unity, it overrides the values of the
transform
component, so it can not be changed manually and it can continue affecting its children. The main/central camera can be considered the head of the player so things can be positioned relative to the player's head (useful for GUIs).