Legacy Documentation: Version 5.4
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public var cullingMatrix: Matrix4x4;
public Matrix4x4 cullingMatrix;


Sets 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;
	Camera.main.cullingMatrix = cullingCamera.projectionMatrix * cullingCamera.worldToCameraMatrix;
function ResetMainCameraCullingMatrix() {
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(); } }