The vertical field of view of the Camera, in degrees.
This is the vertical field of view; horizontal field of view depends on the viewport's aspect ratio. For for more information, see VerticalToHorizontalFieldOfView.
If Camera.orthographic is true
, the Camera ignores fieldOfView
.
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。
If you make changes to Camera.projectionMatrix, the Camera ignores fieldOfView
. This lasts until you call Camera.ResetProjectionMatrix.
In the Unity Editor, this corresponds to the Clipping Planes: Near property in the Camera component Inspector.
See Also: Camera Inspector reference.
//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); } }
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