Position in Field of View v1.2

Have you ever been confronted to a common problem : positioning a gameObject in front of a camera dynamically so the object is not to big and its border cropped, nor to small to fill enough screen space and be visible ? Moreover, what if the object is not oriented correctly ? not precisly at the right place.
For example, placing a 3d photo right in front of a camera by a simple click on it… At what distance should it be ? what scale ?

Well… “Position in FOV” might be the for you.
It places gameObjects in front of the camera of your choice at the distance you need for it to be visible. It can follow the camera, with or without damping.
You can also move the camera for the object to be right in front of it and follow it for example.
Of course, there is a full API support to control it.
A video tells more than words :

https://www.youtube.com/watch?v=YSfnMp5jwtY

screen resolution adaptation :

https://www.youtube.com/watch?v=ZVDXCoG3tIc

Some demo scenes are included in the package :






Unity Asset store : https://www.assetstore.unity3d.com/en/#!/content/19473

Do not hesitate to suggest new features or enhancements.

Hope you’ll like it.

According to Unity’s documentation, camera field of view is only supported on vertical axis. Since v1.2, PFov support now also horizontal field of view angle. This mean you can center and keep in fov a gameObject whatever target platform resolution and aspect ratio :