Version: Unity 6.1 Alpha (6000.1)
Language : English
Rays from the camera
Cast a ray from a camera

Introduction to raycasting

In the section Understanding the View Frustum, it was explained that any point in the cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
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’s view corresponds to a line in world space. It is sometimes useful to have a mathematical representation of that line and Unity can provide this in the form of a Ray object. The Ray always corresponds to a point in the view, so the Camera class provides the ScreenPointToRay and ViewportPointToRay functions. The difference between the two is that ScreenPointToRay expects the point to be provided as a pixelThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
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coordinate, while ViewportPointToRay takes normalized coordinates in the range 0..1 (where 0 represents the bottom or left and 1 represents the top or right of the view). Each of these functions returns a Ray which consists of a point of origin and a vector which shows the direction of the line from that origin. The Ray originates from the near clipping planeA plane that limits how far or close a camera can see from its current position. A camera’s viewable range is between the far and near clipping planes. See far clipping plane and near clipping plane. More info
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rather than the Camera’s transform.position point.

Rays from the camera
Cast a ray from a camera