Matrix that transforms from world to camera space.
This matrix is often referred to as "view matrix" in graphics literature.
Use this to calculate the Camera space position of GameObjects or to provide a custom Camera's
location that is not based on the transform.
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.
If you change this matrix, the camera no longer updates its rendering based on its Transform.
This lasts until you call ResetWorldToCameraMatrix.
#pragma strict // Offsets camera's rendering from the transform's position. public var offset: Vector3 = new Vector3(0, 1, 0); var cam: Camera; function Start() { cam = GetComponent.<Camera>(); } function LateUpdate() { var camoffset: Vector3 = new Vector3(-offset.x, -offset.y, offset.z); var m: Matrix4x4 = Matrix4x4.TRS(camoffset, Quaternion.identity, new Vector3(1, 1, -1)); cam.worldToCameraMatrix = m * transform.worldToLocalMatrix; }
// Offsets camera's rendering from the transform's position. using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public Vector3 offset = new Vector3(0, 1, 0); Camera cam;
void Start() { cam = GetComponent<Camera>(); }
void LateUpdate() { Vector3 camoffset = new Vector3(-offset.x, -offset.y, offset.z); Matrix4x4 m = Matrix4x4.TRS(camoffset, Quaternion.identity, new Vector3(1, 1, -1)); cam.worldToCameraMatrix = m * transform.worldToLocalMatrix; } }
See Also: Matrix4x4.LookAt, CommandBuffer.SetViewMatrix.