protected override RenderScene Apply(SIGProcessingContext context) { if (!Assert(!target.IsEmpty, "Target can not be empty")) { return(input); } var pos = target.Aggregate(Vector3.zero, (p, g) => p + g.transform.position) / target.Count; foreach (var gameObject in input) { var transform = gameObject.transform; transform.LookAt(pos, Vector3.up); transform.position += transform.forward * zoom; } return(input); }