/// <summary> /// Changes the camera placement when the Model has changed. /// </summary> protected virtual void ModelTransformChanged() { if (RootGameObject != null) { var bounds = RootGameObject.CalculateBounds(); Camera.main.FitToBounds(bounds, CameraDistanceRatio); CameraDistance = Camera.main.transform.position.magnitude; CameraPivot = bounds.center; Skybox.transform.localScale = bounds.size.magnitude * SkyboxScale * Vector3.one; InputMultiplier = bounds.size.magnitude * InputMultiplierRatio; CameraAngle = Vector2.zero; } }