Camera.cameraToWorldMatrix Manual     Reference     Scripting  
Scripting > Runtime Classes > Camera
Camera.cameraToWorldMatrix

var cameraToWorldMatrix : Matrix4x4

Description

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.

JavaScripts
// Draw a yellow sphere in scene view at distance
// units along camera's viewing direction.

var distance : float = -1.0;

function OnDrawGizmosSelected () {
var m : Matrix4x4 = camera.cameraToWorldMatrix;
var p : Vector3 = m.MultiplyPoint (Vector3(0,0,distance));
Gizmos.color = Color.yellow;
Gizmos.DrawSphere (p, 0.2);
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public float distance = -1.0F;
void OnDrawGizmosSelected() {
Matrix4x4 m = camera.cameraToWorldMatrix;
Vector3 p = m.MultiplyPoint(new Vector3(0, 0, distance));
Gizmos.color = Color.yellow;
Gizmos.DrawSphere(p, 0.2F);
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public distance as single = (-1.0F)

def OnDrawGizmosSelected():
m as Matrix4x4 = camera.cameraToWorldMatrix
p as Vector3 = m.MultiplyPoint(Vector3(0, 0, distance))
Gizmos.color = Color.yellow
Gizmos.DrawSphere(p, 0.2F)