How to : Object size always same in render view even the camera zoom in or out

I have minimap camera pointing from the top and a diamond shape navigator locator parented inside FPS. The diamond was on the top of the FPS. This camera will follow the FPS (I have done)

PROBLEM :
when zoom out the minimap camera, the diamond look smaller and it’s hard for user to see where they are.

Bro, is that any clue to maintain the Diamond object size even zoom in or out?

Here, Zoom.js (attached inside minimap camera) :

var zoom : int = 0;

function OnGUI () {

if (GUI.RepeatButton (Rect (210, 10, 20, 20), "+")) {
	zoom++;// This code is executed when the Button is clicked
	camera.orthographic = true;
	camera.orthographicSize--;
	
}

if (GUI.RepeatButton (Rect (210, 160, 20, 20), "-")) {
	zoom--;// This code is executed when the Button is clicked
	camera.orthographic = true;
	camera.orthographicSize++;
	
}

}

Thanks 1st :slight_smile:

@Kona thanks again for the reply, I exported the model along with its rig from blender without any animations, after that I exported the animation separately by just exporting the rig in fbx format. I have also attached the correct avatar to the animation file I have some more information: Setting the "Thumb Proximal" and "Thumb Intermediate" to "None" seems to have fixed the problem with the thumb, the animation looks correct right now but I know this is just a hacky way, does this give you any idea what the problem could be?

1 Answer

1

I would put that diamond in the GUI (DrawTexture), or use a second camera at a fixed distance/fov just for that.

I'm glad that it looks correct, but indeed, as you said, it feels like a quite sketchy way to solve it. I'm quite clueless what it could be to be honest. The only thing that comes to mind is how the humanoid rig works, I believe I read somewhere that it basicly replaces your original rig with a new rig generated by the Unity engine. It could be due to some constraints or such involved in this, or simply a bug. It's just speculations though, as said I'm far from sure. ^^