So I have 4 world points as Vector3 objects.
I also have a perspective camera with a fixed rotation.
I'd like to keep my camera's rotation, and keep it centered on 0,0,0 and can guarantee that my points will allow this as they're generated around the origin as well. I just need to move the camera back until they're all in view.
I'm new to Unity and thinking in 3D generally, so I'm not really sure what I'm looking for here, but I feel like this should be easy enough?
I think I could move the camera back until I get a WorldToViewportPoint that's between 0 - 1 but I'd like to apply an existing smooth move function I have which takes a start and end point, so I'd like a way to calculate this before moving the camera.
Any pointers would be appreciated.
Thanks