public Matrix4x4 worldToCameraMatrix ;

説明

ワールド空間からカメラ空間に変換する行列。

Use this to calculate the camera space position of objects or to provide custom camera's location that is not based on the transform.

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.

If you change this matrix, the camera no longer updates its rendering based on its Transform. This lasts until you call ResetWorldToCameraMatrix.

// Offsets camera's rendering from the transform's position.
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Vector3 offset = new Vector3(0, 1, 0); Camera cam;

void Start() { cam = GetComponent<Camera>(); }

void LateUpdate() { Vector3 camoffset = new Vector3(-offset.x, -offset.y, offset.z); Matrix4x4 m = Matrix4x4.TRS(camoffset, Quaternion.identity, new Vector3(1, 1, -1)); cam.worldToCameraMatrix = m * transform.worldToLocalMatrix; } }