Matrix that transforms from camera space to world space (Read Only).
Use this to calculate where in the world a specific camera space point is.
Note that camera space matches OpenGL convention: camera's forward is the negative
Z axis. This is different from Unity's convention, where forward is the positive Z
axis.
#pragma strict
// Draw a yellow sphere in scene view at distance/
// units along camera's viewing direction.
public var distance: float = -1.0F;
function OnDrawGizmosSelected() {
var m: Matrix4x4 = Camera.main.cameraToWorldMatrix;
var p: Vector3 = m.MultiplyPoint(new Vector3(0, 0, distance));
Gizmos.color = Color.yellow;
Gizmos.DrawSphere(p, 0.2F);
}
// Draw a yellow sphere in scene view atdistance/
// units along camera's viewing direction.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float distance = -1.0F; void OnDrawGizmosSelected() { Matrix4x4 m = Camera.main.cameraToWorldMatrix; Vector3 p = m.MultiplyPoint(new Vector3(0, 0, distance)); Gizmos.color = Color.yellow; Gizmos.DrawSphere(p, 0.2F); } }
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