Unity 2D. The Orthographic Chamber shall remove the image as a square to the screen angle
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I've been dealing with this problem: the camera only turns the image in the corner of the screen. The original design is the rendering of one room. At the entrance to the door, the cell's coordinates just change to 10f. What is the question: is there any way to extend the camera to the whole screen, to the rectangular area? What are the radical solutions? Can you at least redesign the project's thinking? We're talking about the building of the camera, all the properties have changed, the best thing we've achieved is to expand the camera, but then she goes into the next room, which is absolutely unnecessary. With the change in Viewport Rect for Y, H, the camera is also expanding. Three squeaks, what a camera looks like in the first place. Two squeaks, what a camera looks like after expansion. One squeak is the type of editor.
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You can try to make a second camera with a clear Flags-Depth Only, Further build the Culling Mask layer on the specific stash of the room or include different masks (intendents, weapons, characters). Next, you can central the camera right above the stash with your parameters. You can also try to use the depth of Depth to remove your image from the orthogonal chamber on the other. In order to create a cover for the backbone to cover everything redundant, you can create a new Canvas inside that creates an Image that's spread across the hallway. In Canvas, Render Mode is to be displayed on Screen Space-Camera and play with Plane Distance to get rid of everything. That should certainly help you.