I have been working on a super mario kart-like racer with pre rendered cars. I've already made a system that rotates the sprite's perspective according to its angle. However, I dont have ay consistent way of replicating the correct camera angle and FOV in unity. I render the vehicles in blender with a fov of 35 blender units, and i have no idea how this transfers to unity as the blender units don't seem to be degrees. Here's a test scene: And when the sprite goes far enough, the angle starts to get wrong: Any ideas how this could be done better? I really don't want to draw the sprites by hand.
Mario Kart had a different set of sprites depending on how far away from the camera the kart was. Each increment changed the size, angle, and had varying numbers of rotation increments as well with the smallest size only having back, side, and front.