Legacy Documentation: Version 5.4
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# Camera.cameraToWorldMatrix

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public var cameraToWorldMatrix: Matrix4x4;
public Matrix4x4 cameraToWorldMatrix;

## 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);
}```
```	// Draw a yellow sphere in scene view at `distance/`
// units along camera's viewing direction.

using UnityEngine;
using System.Collections;public class ExampleClass : MonoBehaviour {
public float distance = -1.0F;
void OnDrawGizmosSelected() {
Matrix4x4 m = Camera.main.cameraToWorldMatrix;
Vector3 p = m.MultiplyPoint(new Vector3(0, 0, distance));
Gizmos.color = Color.yellow;
Gizmos.DrawSphere(p, 0.2F);
}
}
```