I have different kind of objects with variable dimensions and placed at different position in a scene. I want to focus/display each object with the camera with a hard code rotation (north rotation). Like with specific camera rotation I want to focus the object that it completely show to the camera and center of the screen. For this reason, I have write this code snippet that 1

  1. Get the position behind the specific focus object using TransformPoint

  2. Provide the elevation using the largest extent of the bound so that it display maximum area of the object.

  3. Assign the position and the fixed rotation

     Vector3 dest = destination.transform.TransformPoint(0, 0, behindPositionDistance);// GetBehindPosition(destination.transform, behindPositionDistance, elevation);
     float eleveMax = Mathf.Max(destination.GetComponent<MeshRenderer>().bounds.extents.x, destination.GetComponent<MeshRenderer>().bounds.extents.z);
     dest = new Vector3(dest.x, eleveMax, dest.z);
     camera.transform.position = dest;
     camera.transform.rotation = lookNorth;

But the problem is, it is not accurately working with all objects as every object is at different position and dimension. I want to focus the full object using the camera but without changing the rotation.


Here is the code snippet thanks to one of unity forum thread.

public void SetPosition(Bounds bounds)
        Camera camera = Camera.main;
        float cameraDistance = 1.0f; // Constant factor
        Vector3 objectSizes = bounds.max - bounds.min;
        float objectSize = Mathf.Max(objectSizes.x, objectSizes.y, objectSizes.z);
        float cameraView = 2.0f * Mathf.Tan(0.5f * Mathf.Deg2Rad * camera.fieldOfView); // Visible height 1 meter in front
        float distance = cameraDistance * objectSize / cameraView; // Combined wanted distance from the object
        distance += 0.5f * objectSize; // Estimated offset from the center to the outside of the object
        camera.transform.position = bounds.center - distance * camera.transform.forward;
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