Legacy Documentation: Version 5.0
Language: English
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Camera.worldToCameraMatrix

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var worldToCameraMatrix: Matrix4x4;
public Matrix4x4 worldToCameraMatrix;

Description

Matrix that transforms from world to camera space.

Use this to calculate the camera space position of objects or to provide custom camera's location that is not based on the transform.

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.

If you change this matrix, the camera no longer updates its rendering based on its Transform. This lasts until you call ResetWorldToCameraMatrix.

#pragma strict
// Offsets camera's rendering from the transform's position.
public var offset = new Vector3(0, 1, 0);
var camera;
function Start() {
	camera = GetComponent.<Camera>();
}
function LateUpdate() {
	var camoffset = new Vector3(-offset.x, -offset.y, offset.z);
	var m = Matrix4x4.TRS(camoffset, Quaternion.identity, new Vector3(1, 1, -1));
	camera.worldToCameraMatrix = m * transform.worldToLocalMatrix;
}
	// Offsets camera's rendering from the transform's position.
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Vector3 offset = new Vector3(0, 1, 0); Camera camera; void Start() { camera = GetComponent<Camera>(); } void LateUpdate() { Vector3 camoffset = new Vector3(-offset.x, -offset.y, offset.z); Matrix4x4 m = Matrix4x4.TRS(camoffset, Quaternion.identity, new Vector3(1, 1, -1)); camera.worldToCameraMatrix = m * transform.worldToLocalMatrix; } }