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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.
// 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)