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Camera

Namespace: UnityEngine

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Inherits from: Behaviour

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Description

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.

Static Variables

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).

Variables

actualRenderingPath Actually used rendering path (Read Only).
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).
clearFlags How the camera clears the background.
cullingMask This is used to render parts of the scene selectively.
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.
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 Rendering path.
stereoConvergence Distance to a point where virtual eyes converge.
stereoEnabled Stereoscopic rendering.
stereoSeparation Distance between the virtual eyes.
targetTexture Destination render texture (Unity Pro only).
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.

Functions

CalculateObliqueMatrix Calculates and returns oblique near-plane projection matrix.
CopyFrom Makes this camera's settings match other camera.
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.
ResetProjectionMatrix Make the projection reflect normal camera's parameters.
ResetReplacementShader Remove shader replacement from camera.
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.
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.

Static Functions

GetAllCameras Fills an array of Camera with the current cameras in the scene, without allocating a new array.

Messages

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 once for each camera if the object is visible.

Inherited members

Variables

enabled Enabled Behaviours are Updated, disabled Behaviours are not.
animation The Animation attached to this GameObject (null if there is none attached).
audio The AudioSource attached to this GameObject (null if there is none attached).
camera The Camera attached to this GameObject (null if there is none attached).
collider The Collider attached to this GameObject (null if there is none attached).
collider2D The Collider2D component attached to the object.
constantForce The ConstantForce 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.
guiText The GUIText attached to this GameObject (null if there is none attached).
guiTexture The GUITexture attached to this GameObject (Read Only). (null if there is none attached).
hingeJoint The HingeJoint attached to this GameObject (null if there is none attached).
light The Light 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).
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).
renderer The Renderer attached to this GameObject (null if there is none attached).
rigidbody The Rigidbody attached to this GameObject (null if there is none attached).
rigidbody2D The Rigidbody2D that is attached to the Component's GameObject.
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.

Functions

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.

Static Functions

Destroy Removes a gameobject, component or asset.
DestroyImmediate Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
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 Clones the object original and returns the clone.

Operators

bool Does the object exist?
operator != Compares if two objects refer to a different object.
operator == Compares if two objects refer to the same.