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Hello, I'm building a basic flying game, the camera is static and the aircraft is controlled with WASD. There is no physics bar Rigibody for the bullets and colliders. The camera is Perspective. I've used this code to prevent the aircraft moving out of screen;
Though because of the cameras field, i require the area of movement limit to be a upside down trapezoid, i gather it requires math, but i have no idea how to go about this? Any help would be great, thank you.
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You could use the Camera.ViewportToWorldPoint function to set up the bounds for the player. Hello there, thanks for the post, but im not strong enough to understand how that command functions, the unity explaination confuses me
Jan 24 '11 at 04:28 AM
Matthew 5
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A suggestion, not a solution: Can you make planes in to a trapazoid, and then just make the player fly in that? Then you can put a kinda enviroment texture on it?