using System; using UnityEngine; namespace TriLib { public static class CameraExtensions { public static void FitToBounds(this Camera camera, Transform transform, float distance) { Bounds bounds = transform.EncapsulateBounds(); float magnitude = bounds.extents.magnitude; float num = magnitude / (2f * Mathf.Tan(0.5f * camera.fieldOfView * 0.0174532924f)) * distance; if (float.IsNaN(num)) { return; } camera.farClipPlane = num * 2f; camera.transform.position = new Vector3(bounds.center.x, bounds.center.y, bounds.center.z + num); camera.transform.LookAt(bounds.center); } } }