Thanks for your feedback! It’s good to know that it worked well on your machine. Then it’s probably a matter of my own machine being quite underpowered (it’s a laptop from 2016 with just upgraded RAM to 16GB ). Anyway, I only pooled the player’s ammunition, but not all the enemy bullets. I should do that in the future if I get back to this project someday and that would probably improve performance.
Regarding the plane geting off-screen, I did indeed limit the gameplay space with Mathf.Clamp(). However, I tried to do it differently from Rick’s code. IIRC he hardcoded some values.
In my case I tried to recognize the screen size through code and applied some math to try and add proper limiting values to any screen (using the cameras FOV angles and applying vertical and horizontal projections). I did realize through playtesting that the bigger the screen, the more the plane would go off it, due to the camera being slightly above the plane instead of right behind, which messes a bit with the projection values.
I thought it would be enough, because I never had more than half of the plane disappear… but if you had that problem is something that I also need to revise.
Moving the crosshair with the mouse is definitely a good idea and will keep it in mind
I’m glad you liked the game and thanks again for trying it out