void Update() { Instance = this; // Never allow any movement, ever. transform.position = Vector3.zero; transform.rotation = Quaternion.identity; }
void Start() { Instance = this; textCamera = GetComponent <Camera>(); if (!verify()) { Debug.LogWarning("[BattleTextCamera] Falling back to UnityEngine.Camera.mainCamera"); MainCamera = Camera.mainCamera; } // Set text camera settings textCamera.isOrthoGraphic = true; textCamera.orthographicSize = 10f; textCamera.nearClipPlane = 1; textCamera.farClipPlane = 3; textCamera.clearFlags = CameraClearFlags.Nothing; textCamera.depth = 0; textCamera.renderingPath = RenderingPath.Forward; // Position ourselves at the origin, with no rotation transform.position = Vector3.zero; transform.rotation = Quaternion.identity; }
void Start() { Instance = this; textCamera = GetComponent<Camera>(); if (!verify()) { Debug.LogWarning("[BattleTextCamera] Falling back to UnityEngine.Camera.mainCamera"); MainCamera = Camera.mainCamera; } // Set text camera settings textCamera.isOrthoGraphic = true; textCamera.orthographicSize = 10f; textCamera.nearClipPlane = 1; textCamera.farClipPlane = 3; textCamera.clearFlags = CameraClearFlags.Nothing; textCamera.depth = 0; textCamera.renderingPath = RenderingPath.Forward; // Position ourselves at the origin, with no rotation transform.position = Vector3.zero; transform.rotation = Quaternion.identity; }