The CameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary settings menu contains options for configuring the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary view Camera. These adjustments do not affect the settings on GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary with Camera components.
To access the Camera settings menu, click the Camera icon in the toolbarA row of buttons and basic controls at the top of the Unity Editor that allows you to interact with the Editor in various ways (e.g. scaling, translation). More info
See in Glossary of the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary.
Property | Description | |
---|---|---|
Field of View | The height of the Camera’s view angle. | |
Dynamic Clipping | Check this box to make Unity calculate the Camera’s near and far clipping planesThe maximum draw distance for a camera. Geometry beyond the plane defined by this value is not rendered. The plane is perpendicular to the camera’s forward (Z) direction. See in Glossary relative to the viewportThe user’s visible area of an app on their screen. See in Glossary size of the Scene. |
|
Clipping PlanesA plane that limits how far or close a camera can see from its current position. A camera’s viewable range is between the far and near clipping planes. See far clipping plane and near clipping plane. More info See in Glossary |
The distances from the Camera where Unity starts and stops rendering GameObjects in the Scene. | |
Near | The closest point to the Camera that Unity renders GameObjects. | |
Far | The furthest point from the Camera that Unity renders GameObjects. | |
Occlusion CullingA that disables rendering of objects when they are not currently seen by the camera because they are obscured (occluded) by other objects. More info See in Glossary |
Check this box to enable occlusion culling in the Scene view. This prevents Unity from rendering GameObjects that the Camera cannot see because they are hidden behind other GameObjects. | |
Camera Easing | Check this box to make the Camera ease in and out of motion in the Scene view. This makes the Camera ease into motion when it starts moving (instead of starting at full speed), and ease out when it stops. You can set the duration in the API. | |
Camera Acceleration | Check this to enable acceleration when moving the camera. When enabled, the camera initially moves at a speed based on the speed value, and continuously increases speed until movement stops. When disabled, the camera is accelerated to a constant speed based on the Camera Speed. | |
Camera Speed | The current speed of the Camera in the Scene view. | |
Min | The minimum speed of the Camera in the Scene view. Valid values are between 0.01 and 98. | |
Max | The maximum speed of the Camera in the Scene view. Valid values are between 0.02 and 99. |
Tip: To reset the properties to their default values, click the cog icon in the top right corner of the Camera settings menu and select Reset.
In Flythrough modeA Scene view navigation mode that allows you to fly around the scene in first-person, similar to how you would navigate in many games. More info
See in Glossary, you can change the speed of the Camera while moving. To do this, use the mouse scroll wheel or drag two fingers on a trackpad.
You can also configure the Camera in script with the SceneView.CameraSetting API.