So, I’m working on some side-scrolling 2.5D levels, and I came up with a boundary box for the player (who is in a plane).
The issue I just realized is that the boundary that I made doesn’t scale with the field of view of the camera, so, depending on the display, the player will hit the invisible walls in different (delta)-distances relative to the field of view.
The pictures below show the plane hitting the top boundary; it can go no higher:
After 4 hours of wrestling with equations, I realized that the only thing I needed to change was the Z value, because Unreal automatically makes the X and Y adjustments for you; how nice.
And good luck for that new game , I started making my indie game too since yesterday, Fab Marketplace isn’t anymore profitable for me, it pretty bad this month.
Everyone is complaining about the AI flood content that making Fab unusable so most sellers are getting fewer sales.
You might want to restrict the movement to a specific aspect ratio if you don’t want your players to resize the window in weird ways to have an optimal play area.
HA! Yeah, I’ve considered it. (I, myself, look for EVERY loophole when I play video games.) When I finish prototyping the actual combat, I’ll see how it works. It’s flying only, so it may not actually matter all that much. Or I could be deluded. Unsure at the moment.