Let a plane follow the camera

So I have a feeling this is very simple, but can’t get it right.

I want a horizon plane to follow the FPS style camera so the plane is always visible on the horizon. I came up with the following script. Problem is Vector forward also calculates directions. So when I look straight ahead, the horizon is at the desired distance. But, when I look up of down with the camera, the horizon comes towards the camera…

horizonObject.transform.position = Camera.main.transform.TransformPoint(Vector3(0, 0, 70));

horizonObject.transform.rotation = Quaternion.LookRotation(horizonObject.transform.position - Camera.main.transform.position);

horizonObject.transform.position.y = 0;
horizonObject.transform.rotation.x = 0;
horizonObject.transform.rotation.z = 0;

Hope someone can help me…

I’m not sure exactly what you’re trying to do, but it sounds like parenting the plane to the camera would work. Just drag and drop it in the inspector and you should be fine. Disable this script when you try it though