public Matrix4x4 cameraToWorldMatrix ;




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); } }