Makes a GameObject being rendered from an orthographic (2D) camera, appear to follow a target being rendered by another camera, in another space, such as the MainCamera in World (3D) space.
This is perfect for use with most sprite-based GUI plugins to make a GUI element follow a 3D object. For example, a life bar can be setup to stay above the head of enemies. The limiting features can be used to make arrows point to enemies that are off-screen, and more.
- Target
- The object being rendered by theTarget Camera which the constrained object (rendered by the Output Camera) will follow.
- Target Camera
- The camera that will render the Target object which this constrained object will follow.
- Output Camera
- The camera that will render this constrained object.
- Offset Mode, X, Y, Z
- Used to offset this constrained object's position as it follows the Target
- Off-screen Mode
- Used to determine the behavior of the object when the Target moves off-screen.
- Position, Rotation, Scale
- (See the Transform Constraint documentation page)
- Mode
- (See main documentation page)
- No Target Mode
- (See main documentation page)
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