Una cámara es un dispositivo mediante el cual el jugador ve el mundo.
A screen space point is defined in pixels. The bottom-left of the screen is (0,0); the right-top
is (pixelWidth,pixelHeight). The z position is in world units from the Camera.
A viewport space point is normalized and relative to the Camera. The bottom-left of the Camera is
(0,0); the top-right is (1,1). The z position is in world units from the Camera.
A world space point is defined in global coordinates (for example, Transform.position).
See Also: camera component.
allCameras | Returns all enabled cameras in the scene. |
allCamerasCount | The number of cameras in the current scene. |
current | The camera we are currently rendering with, for low-level render control only (Read Only). |
main | The first enabled camera tagged "MainCamera" (Read Only). |
onPostRender | Event that is fired after any camera finishes rendering. |
onPreCull | OnPreRender se llama antes de que la cámara comience a renderizar la escena. |
onPreRender | OnPreRender se llama antes de que la cámara comience a renderizar la escena. |
activeTexture | Gets the temporary RenderTexture target for this Camera. |
actualRenderingPath | The rendering path that is currently being used (Read Only). |
allowDynamicResolution | Dynamic Resolution Scaling. |
allowHDR | High dynamic range rendering. |
allowMSAA | MSAA rendering. |
areVRStereoViewMatricesWithinSingleCullTolerance | Determines whether the stereo view matrices are suitable to allow for a single pass cull. |
aspect | The aspect ratio (width divided by height). |
backgroundColor | The color with which the screen will be cleared. |
cameraToWorldMatrix | Matrix that transforms from camera space to world space (Read Only). |
cameraType | Identifies what kind of camera this is. |
clearFlags | How the camera clears the background. |
clearStencilAfterLightingPass | Should the camera clear the stencil buffer after the deferred light pass? |
commandBufferCount | Number of command buffers set up on this camera (Read Only). |
cullingMask | This is used to render parts of the scene selectively. |
cullingMatrix | Sets a custom matrix for the camera to use for all culling queries. |
depth | Camera's depth in the camera rendering order. |
depthTextureMode | How and if camera generates a depth texture. |
eventMask | Mask to select which layers can trigger events on the camera. |
farClipPlane | The far clipping plane distance. |
fieldOfView | The field of view of the camera in degrees. |
forceIntoRenderTexture | Should camera rendering be forced into a RenderTexture. |
layerCullDistances | Per-layer culling distances. |
layerCullSpherical | How to perform per-layer culling for a Camera. |
nearClipPlane | The near clipping plane distance. |
nonJitteredProjectionMatrix | Get or set the raw projection matrix with no camera offset (no jittering). |
opaqueSortMode | Opaque object sorting mode. |
orthographic | Is the camera orthographic (true) or perspective (false)? |
orthographicSize | Camera's half-size when in orthographic mode. |
pixelHeight | How tall is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). |
pixelRect | Where on the screen is the camera rendered in pixel coordinates. |
pixelWidth | How wide is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). |
previousViewProjectionMatrix | Get the view projection matrix used on the last frame. |
projectionMatrix | Definir una matriz de proyección a medida. |
rect | Where on the screen is the camera rendered in normalized coordinates. |
renderingPath | The rendering path that should be used, if possible. |
scaledPixelHeight | How tall is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). |
scaledPixelWidth | How wide is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). |
scene | If not null, the camera will only render the contents of the specified scene. |
stereoActiveEye | Returns the eye that is currently rendering. If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono. If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye. If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left. |
stereoConvergence | Distance to a point where virtual eyes converge. |
stereoEnabled | Stereoscopic rendering. |
stereoSeparation | The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect. |
stereoTargetEye | Defines which eye of a VR display the Camera renders into. |
targetDisplay | Set the target display for this Camera. |
targetTexture | Destination render texture. |
transparencySortAxis | An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. |
transparencySortMode | Transparent object sorting mode. |
useJitteredProjectionMatrixForTransparentRendering | Should the jittered matrix be used for transparency rendering? |
useOcclusionCulling | Whether or not the Camera will use occlusion culling during rendering. |
velocity | Get the world-space speed of the camera (Read Only). |
worldToCameraMatrix | Matrix that transforms from world to camera space. |
AddCommandBuffer | Add a command buffer to be executed at a specified place. |
CalculateFrustumCorners | Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth. |
CalculateObliqueMatrix | Calculates and returns oblique near-plane projection matrix. |
CopyFrom | Makes this camera's settings match other camera. |
CopyStereoDeviceProjectionMatrixToNonJittered | Sets the non-jittered projection matrix, sourced from the VR SDK. |
GetCommandBuffers | Get command buffers to be executed at a specified place. |
GetStereoNonJitteredProjectionMatrix | Gets the non-jittered projection matrix of a specific left or right stereoscopic eye. |
GetStereoProjectionMatrix | Gets the projection matrix of a specific left or right stereoscopic eye. |
GetStereoViewMatrix | Gets the left or right view matrix of a specific stereoscopic eye. |
RemoveAllCommandBuffers | Remove all command buffers set on this camera. |
RemoveCommandBuffer | Remove command buffer from execution at a specified place. |
RemoveCommandBuffers | Remove command buffers from execution at a specified place. |
Render | Renderizar la cámara manualmente. |
RenderToCubemap | Render into a static cubemap from this camera. |
RenderWithShader | Render the camera with shader replacement. |
ResetAspect | Revert the aspect ratio to the screen's aspect ratio. |
ResetCullingMatrix | Make culling queries reflect the camera's built in parameters. |
ResetProjectionMatrix | Make the projection reflect normal camera's parameters. |
ResetReplacementShader | Remove shader replacement from camera. |
ResetStereoProjectionMatrices | Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes. |
ResetStereoViewMatrices | Reset the camera to using the Unity computed view matrices for all stereoscopic eyes. |
ResetTransparencySortSettings | Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera. |
ResetWorldToCameraMatrix | Make the rendering position reflect the camera's position in the scene. |
ScreenPointToRay | Returns a ray going from camera through a screen point. |
ScreenToViewportPoint | Transforms position from screen space into viewport space. |
ScreenToWorldPoint | Transforms position from screen space into world space. |
SetReplacementShader | Make the camera render with shader replacement. |
SetStereoProjectionMatrix | Sets a custom projection matrix for a specific stereoscopic eye. |
SetStereoViewMatrix | Sets a custom view matrix for a specific stereoscopic eye. |
SetTargetBuffers | Sets the Camera to render to the chosen buffers of one or more RenderTextures. |
ViewportPointToRay | Returns a ray going from camera through a viewport point. |
ViewportToScreenPoint | Transforms position from viewport space into screen space. |
ViewportToWorldPoint | Transforms position from viewport space into world space. |
WorldToScreenPoint | Transforms position from world space into screen space. |
WorldToViewportPoint | Transforms position from world space into viewport space. |
GetAllCameras | Fills an array of Camera with the current cameras in the scene, without allocating a new array. |
OnPostRender | OnPostRender is called after a camera has finished rendering the scene. |
OnPreCull | OnPreCull is called before a camera culls the scene. |
OnPreRender | OnPreRender se llama antes de que la cámara comience a renderizar la escena. |
OnRenderImage | OnRenderImage is called after all rendering is complete to render image. |
OnRenderObject | OnRenderObject is called after camera has rendered the scene. |
OnWillRenderObject | OnPreRender se llama antes de que la cámara comience a renderizar la escena. |
CameraCallback | Delegate type for camera callbacks. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | El game object que tiene este componente adjunto. Un componente siempre está adjunto a un game object. |
tag | El tag de este game object. |
transform | The Transform attached to this GameObject. |
hideFlags | ¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario? |
name | El nombre del objeto. |
BroadcastMessage | Llama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos. |
CompareTag | ¿Este game object está etiquetado con tag? |
GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
GetComponentInChildren | Retorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth first search (busqueda de profundidad). |
GetComponentInParent | Retorna el componente de tipo type en el GameObject o cualquiera de sus padres. |
GetComponents | Retorna todos los componentes de tipo type en el GameObject. |
GetComponentsInChildren | Retorna todos los componentes de tipo type en el GameObject o cualquiera de sus hijo. |
GetComponentsInParent | Retorna todos los componentes de tipo type en el GameObject o cualquiera de sus padres. |
SendMessage | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the GameObject. |
Destroy | Elimina un gameobject, componente o asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Hace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |