Legacy Documentation: Version 5.1
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Camera.cameraToWorldMatrix

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public var cameraToWorldMatrix: Matrix4x4;

Description

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.

#pragma strict
// Draw a yellow sphere in scene view at distance/
// units along camera's viewing direction.
public var distance: float = -1.0F;
function OnDrawGizmosSelected() {
	var m: Matrix4x4 = Camera.main.cameraToWorldMatrix;
	var p: Vector3 = m.MultiplyPoint(new Vector3(0, 0, distance));
	Gizmos.color = Color.yellow;
	Gizmos.DrawSphere(p, 0.2F);
}