Draw the touch gizmos on the camera's clip plane instead of the z=0 plane, which makes them work for any arbitrary camera angle.
Before, touches were only shown correctly when the camera faced the z axis, which works for most 2D or 2.5D games but not in 3D games where the camera's position and rotation is arbitrary
Draw the touch gizmos on the camera's clip plane instead of the z=0 plane, which makes them work for any arbitrary camera angle. Before, touches were only shown correctly when the camera faced the z axis, which works for most 2D or 2.5D games but not in 3D games where the camera's position and rotation is arbitrary