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. | 
| actualRenderingPath | The rendering path that is currently being used (Read Only). | 
| 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. | 
| hdr | High dynamic range rendering. | 
| 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 (Read Only). | 
| pixelRect | Where on the screen is the camera rendered in pixel coordinates. | 
| pixelWidth | How wide is the camera in pixels (Read Only). | 
| 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. | 
| stereoConvergence | Distance to a point where virtual eyes converge. | 
| stereoEnabled | Stereoscopic rendering. | 
| stereoMirrorMode | Render only once and use resulting image for both eyes. | 
| stereoSeparation | Distancia entre los ojos virtuales. | 
| stereoTargetEye | Defines which eye of a VR display the Camera renders into. | 
| targetDisplay | Set the target display for this Camera. | 
| targetTexture | Destination render texture. | 
| transparencySortMode | Transparent object sorting mode. | 
| 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. | 
| CalculateObliqueMatrix | Calculates and returns oblique near-plane projection matrix. | 
| CopyFrom | Makes this camera's settings match other camera. | 
| GetCommandBuffers | Get command buffers to be executed at a specified place. | 
| GetStereoProjectionMatrix | Get the projection matrix of a specific stereo eye. | 
| GetStereoViewMatrix | Get the view matrix of a specific stereo 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. | 
| ResetFieldOfView | Reset to the default field of view. | 
| ResetProjectionMatrix | Make the projection reflect normal camera's parameters. | 
| ResetReplacementShader | Remove shader replacement from camera. | 
| ResetStereoProjectionMatrices | Use the default projection matrix for both stereo eye. Only work in 3D flat panel display. | 
| ResetStereoViewMatrices | Use the default view matrix for both stereo eye. Only work in 3D flat panel display. | 
| 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. | 
| SetStereoProjectionMatrices | Definir una matriz de proyección a medida. | 
| SetStereoProjectionMatrix | Definir una matriz de proyección a medida. | 
| SetStereoViewMatrices | Set custom view matrices for both eyes. | 
| SetStereoViewMatrix | Definir una matriz de proyección a medida. | 
| 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 | El Transform adjunto a este GameObject (null si no hay uno adjunto). | 
| 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 | Devuelve el nombre del objeto. | 
| Destroy | Elimina un gameobject, componente o asset. | 
| DestroyImmediate | Destruye el objeto obj inmediatamente. | 
| 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 | Devuelve una copia del objeto original. | 
| 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. |