A Camera is a device through which the player views the world.
A screen space point is defined in pixels. The bottom-left of the screen is (0,0); the right-top
is (pixelWidth,pixelHeight). The z position is in world units from the Camera.
A viewport space point is normalized and relative to the Camera. The bottom-left of the Camera is
(0,0); the top-right is (1,1). The z position is in world units from the Camera.
A world space point is defined in global coordinates (for example, Transform.position).
See Also: camera component.
allCameras | Returns all enabled cameras in the scene. |
allCamerasCount | The number of cameras in the current scene. |
current | The camera we are currently rendering with, for low-level render control only (Read Only). |
main | The first enabled camera tagged "MainCamera" (Read Only). |
onPostRender | Event that is fired after any camera finishes rendering. |
onPreCull | Event that is fired before any camera starts culling. |
onPreRender | Event that is fired before any camera starts rendering. |
activeTexture | Gets or sets the temporary RenderTexture target for this Camera. |
actualRenderingPath | The rendering path that is currently being used (Read Only). |
allowHDR | High dynamic range rendering. |
allowMSAA | MSAA rendering. |
aspect | The aspect ratio (width divided by height). |
backgroundColor | The color with which the screen will be cleared. |
cameraToWorldMatrix | Matrix that transforms from camera space to world space (Read Only). |
cameraType | Identifies what kind of camera this is. |
clearFlags | How the camera clears the background. |
clearStencilAfterLightingPass | Should the camera clear the stencil buffer after the deferred light pass? |
commandBufferCount | Number of command buffers set up on this camera (Read Only). |
cullingMask | This is used to render parts of the scene selectively. |
cullingMatrix | Sets a custom matrix for the camera to use for all culling queries. |
depth | Camera's depth in the camera rendering order. |
depthTextureMode | How and if camera generates a depth texture. |
eventMask | Mask to select which layers can trigger events on the camera. |
farClipPlane | The far clipping plane distance. |
fieldOfView | The field of view of the camera in degrees. |
forceIntoRenderTexture | Should camera rendering be forced into a RenderTexture. |
layerCullDistances | Per-layer culling distances. |
layerCullSpherical | How to perform per-layer culling for a Camera. |
nearClipPlane | The near clipping plane distance. |
nonJitteredProjectionMatrix | Get or set the raw projection matrix with no camera offset (no jittering). |
opaqueSortMode | Opaque object sorting mode. |
orthographic | Is the camera orthographic (true) or perspective (false)? |
orthographicSize | Camera's half-size when in orthographic mode. |
pixelHeight | How tall is the camera in pixels (Read Only). |
pixelRect | Where on the screen is the camera rendered in pixel coordinates. |
pixelWidth | How wide is the camera in pixels (Read Only). |
projectionMatrix | Set a custom projection matrix. |
rect | Where on the screen is the camera rendered in normalized coordinates. |
renderingPath | The rendering path that should be used, if possible. |
stereoActiveEye | Returns the eye that is currently rendering. If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono. If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye. If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left. |
stereoConvergence | Distance to a point where virtual eyes converge. |
stereoEnabled | Stereoscopic rendering. |
stereoMirrorMode | Render only once and use resulting image for both eyes. |
stereoSeparation | Distance between the virtual eyes. |
stereoTargetEye | Defines which eye of a VR display the Camera renders into. |
targetDisplay | Set the target display for this Camera. |
targetTexture | Destination render texture. |
transparencySortAxis | An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. |
transparencySortMode | Transparent object sorting mode. |
useJitteredProjectionMatrixForTransparentRendering | Should the jittered matrix be used for transparency rendering? |
useOcclusionCulling | Whether or not the Camera will use occlusion culling during rendering. |
velocity | Get the world-space speed of the camera (Read Only). |
worldToCameraMatrix | Matrix that transforms from world to camera space. |
AddCommandBuffer | Add a command buffer to be executed at a specified place. |
CalculateFrustumCorners | Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth. |
CalculateObliqueMatrix | Calculates and returns oblique near-plane projection matrix. |
CopyFrom | Makes this camera's settings match other camera. |
GetCommandBuffers | Get command buffers to be executed at a specified place. |
GetStereoProjectionMatrix | Gets the projection matrix of a specific left or right stereoscopic eye. |
GetStereoViewMatrix | Gets the left or right view matrix of a specific stereoscopic eye. |
RemoveAllCommandBuffers | Remove all command buffers set on this camera. |
RemoveCommandBuffer | Remove command buffer from execution at a specified place. |
RemoveCommandBuffers | Remove command buffers from execution at a specified place. |
Render | Render the camera manually. |
RenderToCubemap | Render into a static cubemap from this camera. |
RenderWithShader | Render the camera with shader replacement. |
ResetAspect | Revert the aspect ratio to the screen's aspect ratio. |
ResetCullingMatrix | Make culling queries reflect the camera's built in parameters. |
ResetProjectionMatrix | Make the projection reflect normal camera's parameters. |
ResetReplacementShader | Remove shader replacement from camera. |
ResetStereoProjectionMatrices | Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes. |
ResetStereoViewMatrices | Reset the camera to using the Unity computed view matrices for all stereoscopic eyes. |
ResetTransparencySortSettings | Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera. |
ResetWorldToCameraMatrix | Make the rendering position reflect the camera's position in the scene. |
ScreenPointToRay | Returns a ray going from camera through a screen point. |
ScreenToViewportPoint | Transforms position from screen space into viewport space. |
ScreenToWorldPoint | Transforms position from screen space into world space. |
SetReplacementShader | Make the camera render with shader replacement. |
SetStereoProjectionMatrix | Sets a custom projection matrix for a specific stereoscopic eye. |
SetStereoViewMatrix | Sets a custom view matrix for a specific stereoscopic eye. |
SetTargetBuffers | Sets the Camera to render to the chosen buffers of one or more RenderTextures. |
ViewportPointToRay | Returns a ray going from camera through a viewport point. |
ViewportToScreenPoint | Transforms position from viewport space into screen space. |
ViewportToWorldPoint | Transforms position from viewport space into world space. |
WorldToScreenPoint | Transforms position from world space into screen space. |
WorldToViewportPoint | Transforms position from world space into viewport space. |
GetAllCameras | Fills an array of Camera with the current cameras in the scene, without allocating a new array. |
OnPostRender | OnPostRender is called after a camera has finished rendering the scene. |
OnPreCull | OnPreCull is called before a camera culls the scene. |
OnPreRender | OnPreRender is called before a camera starts rendering the scene. |
OnRenderImage | OnRenderImage is called after all rendering is complete to render image. |
OnRenderObject | OnRenderObject is called after camera has rendered the scene. |
OnWillRenderObject | OnWillRenderObject is called for each camera if the object is visible. |
CameraCallback | Delegate type for camera callbacks. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |