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 (eg. 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. |
actualRenderingPath | The rendering path that is currently being used (Read Only).The actual rendering path might be different from the user-specified renderingPath if the underlying gpu/platform does not support the requested one, or some other situation caused a fallback (for example, deferred rendering is not supported with orthographic projection cameras). |
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. |
hdr | High dynamic range rendering. |
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.In some situations, it may not be possible to use the rendering path specified, in which case the renderer will automatically use a different path. For example, if the underlying gpu/platform does not support the requested one, or some other situation caused a fallback (for example, deferred rendering is not supported with orthographic projection cameras).For this reason, we also provide the read-only property actualRenderingPath which allows you to discover which path is actually being used. |
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 | When Virtual Reality is enabled, the stereoTargetEye value determines which eyes of the Head Mounted Display (HMD) this camera renders to. The default is to render both eyes.The values passed to stereoTargetEye are found in the StereoTargetEyeMask enum. Every camera will render to the Main Game Window by default. If you do not want to see the content from this camera in the Main Game Window, use a camera with a higher depth value than this camera, or set the Camera's showDeviceView value to false. |
targetDisplay | Set the target display for this Camera. |
targetTexture | Destination render texture. |
transparencySortMode | Transparent object sorting mode. |
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. |
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. |
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. |
ResetFieldOfView | Reset to the default field of view. |
ResetProjectionMatrix | Make the projection reflect normal camera's parameters. |
ResetReplacementShader | Remove shader replacement from camera. |
ResetStereoProjectionMatrices | Use the default projection matrix for both stereo eye. Only work in 3D flat panel display. |
ResetStereoViewMatrices | Use the default view matrix for both stereo eye. Only work in 3D flat panel display. |
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. |
SetStereoProjectionMatrices | Define the projection matrix for both stereo eye. Only work in 3D flat panel display. |
SetStereoViewMatrices | Define the view matrices for both stereo eye. Only work in 3D flat panel display. |
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 (null if there is none attached). |
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. |
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 | Returns a copy of the object original. |
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. |