Select your preferred scripting language. All code snippets will be displayed in this language.
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.
CloseSets a custom matrix for the camera to use for all culling queries.
This lasts until it is disabled by calling ResetCullingMatrix.
A custom culling matrix can be useful in situations where multiple cameras must be culled identically in order to render effects such as reflections.
#pragma strict var cullingCamera: Camera; function Awake() { cullingCamera = gameObject.AddComponent.<Camera>(); SetMainCameraCustomCullingMatrix(new Vector3(10.0f, 10.0f, 10.0f), Vector3.zero); } function SetMainCameraCustomCullingMatrix(cameraPosition: Vector3, lookAtPosition: Vector3) { transform.position = cameraPosition; transform.LookAt(lookAtPosition); Camera.main.cullingMatrix = cullingCamera.projectionMatrix * cullingCamera.worldToCameraMatrix; } function ResetMainCameraCullingMatrix() { Camera.main.ResetCullingMatrix(); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { Camera cullingCamera; void Awake () { cullingCamera = gameObject.AddComponent<Camera>(); SetMainCameraCustomCullingMatrix (new Vector3 (10.0f, 10.0f, 10.0f), Vector3.zero); } void SetMainCameraCustomCullingMatrix (Vector3 cameraPosition, Vector3 lookAtPosition) { transform.position = cameraPosition; transform.LookAt (lookAtPosition); Camera.main.cullingMatrix = cullingCamera.projectionMatrix * cullingCamera.worldToCameraMatrix; } void ResetMainCameraCullingMatrix () { Camera.main.ResetCullingMatrix(); } }