Alright, this has been bugging me for a while. In a platformer, a scrolling camera is easy to implement, just have the camera slowly move to the left(or right) and force the player within the camera's viewpoints using camera.ViewportToWorldPoint.
But in a top-down shoot 'em up, not that simple, because the player needs to move with the camera. That is, if the player is situated in the upper left corner of the screen they will stay there, even when they aren't moving, the camera will not "leave them behind".
Now we could use ViewportToWorldPoint to calculate and move the player to a new appropriate worlpoint relative to the camera, but I would think that would confuse the Physics system, since the player would be "warping" to different screen coordinates, and we would rather use the physics system if possible.
Would it be better to scroll the player somehow, and have the camera follow from above?