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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.
| fieldOfView |
The field of view of the camera in degrees. |
| nearClipPlane |
The near clipping plane distance. |
| farClipPlane |
The far clipping plane distance. |
| renderingPath |
Rendering path. |
| actualRenderingPath |
Actually used rendering path (Read Only). |
| hdr |
High dynamic range rendering |
| orthographicSize |
Camera's half-size when in orthographic mode. |
| orthographic |
Is the camera orthographic (true) or perspective (false)? |
| transparencySortMode |
Transparent object sorting mode. |
| depth |
Camera's depth in the camera rendering order. |
| aspect |
The aspect ratio (width divided by height). |
| cullingMask |
This is used to render parts of the scene selectively. |
| backgroundColor |
The color with which the screen will be cleared. |
| rect |
Where on the screen is the camera rendered in normalized coordinates. |
| pixelRect |
Where on the screen is the camera rendered in pixel coordinates. |
| targetTexture |
Destination render texture (Unity Pro only). |
| pixelWidth |
How wide is the camera in pixels (Read Only). |
| pixelHeight |
How tall is the camera in pixels (Read Only). |
| cameraToWorldMatrix |
Matrix that transforms from camera space to world space (Read Only). |
| worldToCameraMatrix |
Matrix that transforms from world to camera space. |
| projectionMatrix |
Set a custom projection matrix. |
| velocity |
Get the world-space speed of the camera (Read Only). |
| clearFlags |
How the camera clears the background. |
| useOcclusionCulling |
|
| layerCullDistances |
Per-layer culling distances. |
| layerCullSpherical |
How to perform per-layer culling for a Camera. |
| depthTextureMode |
How and if camera generates a depth texture. |
| ResetWorldToCameraMatrix |
Make the rendering position reflect the camera's position in the scene. |
| ResetProjectionMatrix |
Make the projection reflect normal camera's parameters. |
| ResetAspect |
Revert the aspect ratio to the screen's aspect ratio. |
| WorldToScreenPoint |
Transforms position from world space into screen space. |
| WorldToViewportPoint |
Transforms position from world space into viewport space. |
| ViewportToWorldPoint |
Transforms position from viewport space into world space. |
| ScreenToWorldPoint |
Transforms position from screen space into world space. |
| ScreenToViewportPoint |
Transforms position from screen space into viewport space. |
| ViewportToScreenPoint |
Transforms position from viewport space into screen space. |
| ViewportPointToRay |
Returns a ray going from camera through a viewport point. |
| ScreenPointToRay |
Returns a ray going from camera through a screen point. |
| Render |
Render the camera manually. |
| RenderWithShader |
Render the camera with shader replacement. |
| SetReplacementShader |
Make the camera render with shader replacement. |
| ResetReplacementShader |
Remove shader replacement from camera. |
| RenderToCubemap |
Render into a cubemap from this camera. |
| CopyFrom |
Makes this camera's settings match other camera. |
| OnPreCull |
OnPreCull is called before a camera culls the scene. |
| OnPreRender |
OnPreRender is called before a camera starts rendering the scene. |
| OnPostRender |
OnPostRender is called after a camera has finished 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 once for each camera if the object is visible. |
| main |
The first enabled camera tagged "MainCamera" (Read Only). |
| current |
The camera we are currently rendering with, for low-level render control only (Read Only). |
| allCameras |
Returns all enabled cameras in the scene. |
| enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
| transform |
The Transform attached to this GameObject (null if there is none attached). |
| rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
| camera |
The Camera attached to this GameObject (null if there is none attached). |
| light |
The Light attached to this GameObject (null if there is none attached). |
| animation |
The Animation attached to this GameObject (null if there is none attached). |
| constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
| renderer |
The Renderer attached to this GameObject (null if there is none attached). |
| audio |
The AudioSource attached to this GameObject (null if there is none attached). |
| guiText |
The GUIText attached to this GameObject (null if there is none attached). |
| networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
| guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
| collider |
The Collider attached to this GameObject (null if there is none attached). |
| hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
| particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
| particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
| 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. |
| name |
The name of the object. |
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
| 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. |
| GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
| GetComponents |
Returns all components of Type type in the GameObject. |
| CompareTag |
Is this game object tagged tag? |
| SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
| SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
| BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| GetInstanceID |
Returns the instance id of the object. |
| ToString |
Returns the name of the game object. |
| operator bool |
Does the object exist? |
| Instantiate |
Clones the object original and returns the clone. |
| Destroy |
Removes a gameobject, component or asset. |
| DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
| FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
| FindObjectOfType |
Returns the first active loaded object of Type type. |
| operator == |
Compares if two objects refer to the same |
| operator != |
Compares if two objects refer to a different object |
| DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |