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);
}