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public var cameraToWorldMatrix: Matrix4x4;
public Matrix4x4 cameraToWorldMatrix;
public cameraToWorldMatrix as Matrix4x4


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 ExampleClass : 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

public class ExampleClass(MonoBehaviour):

	public distance as float = (-1.0F)

	def OnDrawGizmosSelected() as void:
		m as Matrix4x4 = camera.cameraToWorldMatrix
		p as Vector3 = m.MultiplyPoint(Vector3(0, 0, distance))
		Gizmos.color = Color.yellow
		Gizmos.DrawSphere(p, 0.2F)