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Camera.SetStereoViewMatrices

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public function SetStereoViewMatrices(leftMatrix: Matrix4x4, rightMatrix: Matrix4x4): void;
public void SetStereoViewMatrices(Matrix4x4 leftMatrix, Matrix4x4 rightMatrix);

Parameters

leftMatrix View matrix for the stereo left eye.
rightMatrix View matrix for the stereo right eye.

Description

Set custom view matrices for both eyes.

You can resume using the Unity computed matrices by calling Camera.ResetStereoViewMatrices.

#pragma strict
// Use this for initialization
function Start() {
}
// Update is called once per frame
function Update() {
	var cam: Camera = GetComponent.<Camera>();
	var viewL: Matrix4x4 = cam.worldToCameraMatrix;
	var viewR: Matrix4x4 = cam.worldToCameraMatrix;
	viewL[12] += 0.011f;
	viewR[12] -= 0.011f;
	cam.SetStereoViewMatrices(viewL, viewR);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {

// Use this for initialization void Start () { } // Update is called once per frame void Update () { Camera cam = GetComponent<Camera>();

Matrix4x4 viewL = cam.worldToCameraMatrix; Matrix4x4 viewR = cam.worldToCameraMatrix;

viewL[12] += 0.011f; viewR[12] -= 0.011f; cam.SetStereoViewMatrices (viewL, viewR); } }

If you use this function, the Camera.stereoSeparation will not be apply until you call Camera.ResetStereoViewMatrices.