public float fieldOfView ;

描述

摄像机的视野(以度为单位)。

这是垂直视野;水平 视野随视口宽高比的变化而改变,有关更多信息,请参阅 VerticalToHorizontalFieldOfView。 如果是正交摄像机,则忽略视野(请参阅 orthographic)。

某些 VR SDK 具有用于 VR 摄像机的固定视野值。使用这些 SDK 启用 VR 时,该属性将始终返回来自 SDK 的值。如果您尝试设置该属性,则会在记录中看到一条警告,并且该值会被忽略。

如果对 projectionMatrix 进行更改,摄像机将不再根据其 fieldOfView 更新渲染。在调用 ResetProjectionMatrix 之前,该设置持续有效。

如果对 projectionMatrix 进行更改,摄像机将不再根据其 fieldOfView 更新渲染。在调用 ResetProjectionMatrix 之前,该设置持续有效。

另请参阅:camera component

//Attach this script to an empty GameObject.
//This script creates a Slider that allows you to manipulate the Camera's field of view. Place GameObjects in the Scene to show the full effect.

using UnityEngine;

public class CameraFieldOfViewExample : MonoBehaviour { //This is the field of view that the Camera has float m_FieldOfView;

void Start() { //Start the Camera field of view at 60 m_FieldOfView = 60.0f; }

void Update() { //Update the camera's field of view to be the variable returning from the Slider Camera.main.fieldOfView = m_FieldOfView; }

void OnGUI() { //Set up the maximum and minimum values the Slider can return (you can change these) float max, min; max = 150.0f; min = 20.0f; //This Slider changes the field of view of the Camera between the minimum and maximum values m_FieldOfView = GUI.HorizontalSlider(new Rect(20, 20, 100, 40), m_FieldOfView, min, max); } }