Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

Camera.GetStereoNonJitteredProjectionMatrix

Suggest a change

Success!

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.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public Matrix4x4 GetStereoNonJitteredProjectionMatrix(Camera.StereoscopicEye eye);

Parameters

eye Specifies the stereoscopic eye whose non-jittered projection matrix needs to be returned.

Returns

Matrix4x4 The non-jittered projection matrix of the specified stereoscopic eye.

Description

Gets the non-jittered projection matrix of a specific left or right stereoscopic eye.

If you have configured the non-jittered stereo projection matrices with Camera.CopyStereoDeviceProjectionMatrixToNonJittered, this function will return the VR device's original stereo projection matrices. If you have not used Camera.CopyStereoDeviceProjectionMatrixToNonJittered, this will return the same matrix as Camera.GetStereoProjectionMatrix.

Use Camera.GetStereoProjectionMatrix to get the jittered stereo projection matrices.

For descriptions of jittered projection rendering see: Camera.nonJitteredProjectionMatrix.