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
.
Some VR SDKs have fixed field of view values that are used for VR cameras. When VR is enabled with those SDKs, this property will always return the value from the SDK. You will see a warning logged if you attempt to set the property and the value will be ignored.
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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