Moving a camera is better than changing a fov. Formula for calculating camera distance
cameraDistance = (distanceBetweenPlayers / 2 / aspectRatio) / Tan(fieldOfView / 2);
Please note that players are displayed at the very edge of the viewing window, so you can add a small margin. Here is my script again:
public Transform player1;
public Transform player2;
private const float DISTANCE_MARGIN = 1.0f;
private Vector3 middlePoint;
private float distanceFromMiddlePoint;
private float distanceBetweenPlayers;
private float cameraDistance;
private float aspectRatio;
private float fov;
private float tanFov;
void Start() {
aspectRatio = Screen.width / Screen.height;
tanFov = Mathf.Tan(Mathf.Deg2Rad * Camera.main.fieldOfView / 2.0f);
}
void Update () {
Vector3 newCameraPos = Camera.main.transform.position;
newCameraPos.x = middlePoint.x;
Camera.main.transform.position = newCameraPos;
Vector3 vectorBetweenPlayers = player2.position - player1.position;
middlePoint = player1.position + 0.5f * vectorBetweenPlayers;
distanceBetweenPlayers = vectorBetweenPlayers.magnitude;
cameraDistance = (distanceBetweenPlayers / 2.0f / aspectRatio) / tanFov;
Vector3 dir = (Camera.main.transform.position - middlePoint).normalized;
Camera.main.transform.position = middlePoint + dir * (cameraDistance + DISTANCE_MARGIN);
}
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