Version: 2019.1 (switch to 2018.4
Cameras
Using Physical Cameras
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Using more than one camera

When created, a Unity sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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contains just a single 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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and this is all you need for most situations. However, you can have as many cameras in a scene as you like and their views can be combined in different ways, as described below.

Switching cameras

By default, a camera renders its view to cover the whole screen and so only one camera view can be seen at a time (the visible camera is the one that has the highest value for its depth property). By disabling one camera and enabling another from a script, you can “cut” from one camera to another to give different views of a scene. You might do this, for example, to switch between an overhead map view and a first-person view.

using UnityEngine;
using System.Collections;

public class ExampleScript : MonoBehaviour {
    public Camera firstPersonCamera;
    public Camera overheadCamera;

    public void ShowOverheadView() {
        firstPersonCamera.enabled = false;
        overheadCamera.enabled = true;
    }
    
    public void ShowFirstPersonView() {
        firstPersonCamera.enabled = true;
        overheadCamera.enabled = false;
    }
}

Example C# script

var firstPersonCamera: Camera;
var overheadCamera: Camera;

function ShowOverheadView() {
    firstPersonCamera.enabled = false;
    overheadCamera.enabled = true;
}

function ShowFirstPersonView() {
    firstPersonCamera.enabled = true;
    overheadCamera.enabled = false;
}

Example JS script

Rendering a small camera view inside a larger one

Usually, you want at least one camera view covering the whole screen (the default setting) but it is often useful to show another view inside a small area of the screen. For example, you might show a rear view mirror in a driving game or show an overhead mini-map in the corner of the screen while the main view is first-person. You can set the size of a camera’s onscreen rectangle using its Viewport Rect property.

The coordinates of the viewportThe user’s visible area of an app on their screen.
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rectangle are “normalized” with respect to the screen. The bottom and left edges are at the 0.0 coordinate, while the top and right edges are at 1.0. A coordinate value of 0.5 is halfway across. In addition to the viewport size, you should also set the depth property of the camera with the smaller view to a higher value than the background camera. The exact value does not matter but the rule is that a camera with a higher depth value is rendered over one with a lower value.

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Cameras
Using Physical Cameras