Version: 2017.2
public Matrix4x4 cameraToWorldMatrix ;

説明

カメラ空間からワールド空間に変換する行列(読み取り専用)。

特定のカメラ空間のポイントがワールド内のどこにあるのかを計算するのに使用します。

Note that camera space matches OpenGL convention: camera's forward is the negative Z axis. This is different from Unity's convention, where forward is the positive Z axis.

// Draw a yellow sphere in scene view at distance/
// units along camera's viewing direction.

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public float distance = -1.0F; void OnDrawGizmosSelected() { Matrix4x4 m = Camera.main.cameraToWorldMatrix; Vector3 p = m.MultiplyPoint(new Vector3(0, 0, distance)); Gizmos.color = Color.yellow; Gizmos.DrawSphere(p, 0.2F); } }