カメラは、プレーヤーがそれを通して世界を見るためのデバイスです。
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).
関連項目: camera component.
allCameras | Returns all enabled cameras in the Scene. |
allCamerasCount | The number of cameras in the current Scene. |
current | 現在レンダリングに使用している、低レベルレンダリングを管理するカメラ(読み取り専用)。 |
kMaxAperture | The maximum allowed aperture. |
kMaxBladeCount | The maximum blade count for the aperture diaphragm. |
kMinAperture | The minimum allowed aperture. |
kMinBladeCount | The minimum blade count for the aperture diaphragm. |
main | The first enabled Camera component that is tagged "MainCamera" (Read Only). |
onPostRender | Delegate that you can use to execute custom code after a Camera renders the scene. |
onPreCull | Delegate that you can use to execute custom code before a Camera culls the scene. |
onPreRender | Delegate that you can use to execute custom code before a Camera renders the scene. |
activeTexture | Gets the temporary RenderTexture target for this Camera. |
actualRenderingPath | 現在使われているレンダリングパス(読み取り専用)。 |
allowDynamicResolution | Dynamic Resolution Scaling. |
allowHDR | ハイダイナミックレンジレンダリング。 |
allowMSAA | MSAA rendering. |
anamorphism | The camera anamorphism. To use this property, enable UsePhysicalProperties. |
aperture | The camera aperture. To use this property, enable UsePhysicalProperties. |
areVRStereoViewMatricesWithinSingleCullTolerance | Determines whether the stereo view matrices are suitable to allow for a single pass cull. |
aspect | アスペクト比(幅を高さで割った値)。 |
backgroundColor | 画面に何もないときに表示される色。 |
barrelClipping | The camera barrel clipping. To use this property, enable UsePhysicalProperties. |
bladeCount | The blade count in the lens of the camera. To use this property, enable UsePhysicalProperties. |
cameraToWorldMatrix | 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)。 |
cameraType | Identifies what kind of camera this is, using the CameraType enum. |
clearFlags | カメラがどのように背景を取り除くか。 |
clearStencilAfterLightingPass | カメラが Deferred Light Path の後にステンシルバッファをクリーンにする必要があるかどうか |
commandBufferCount | コマンドバッファ数をこのカメラに設定します(読取り専用)。 |
cullingMask | This is used to render parts of the Scene selectively. |
cullingMatrix | すべてのカリングクエリに使うためのカメラのカスタムマトリクスを設定します。 |
curvature | The curvature of the blades. To use this property, enable UsePhysicalProperties. |
depth | カメラのレンダリング順序という意味のカメラ深度。 |
depthTextureMode | どのようにカメラがテクスチャを生成するか。まず生成するのか。 |
eventMask | カメラのイベントを発動できるレイヤーを選択するためのマスク。 |
farClipPlane | The distance of the far clipping plane from the Camera, in world units. |
fieldOfView | The vertical field of view of the Camera, in degrees. |
focalLength | The camera focal length, expressed in millimeters. To use this property, enable UsePhysicalProperties. |
focusDistance | The focus distance of the lens. To use this property, enable UsePhysicalProperties. |
forceIntoRenderTexture | Should camera rendering be forced into a RenderTexture. |
gateFit | There are two gates for a camera, the sensor gate and the resolution gate. The physical camera sensor gate is defined by the sensorSize property, the resolution gate is defined by the render target area. |
iso | The sensor sensitivity of the camera. To use this property, enable UsePhysicalProperties. |
layerCullDistances | レイヤー単位のカリング距離。 |
layerCullSpherical | カメラに対してレイヤー単位のカリングをどのように実行するか。 |
lensShift | The lens offset of the camera. The lens shift is relative to the sensor size. For example, a lens shift of 0.5 offsets the sensor by half its horizontal size. |
nearClipPlane | The distance of the near clipping plane from the the Camera, in world units. |
nonJitteredProjectionMatrix | カメラオフセットのない (小刻みな振動がない) Raw のプロジェクション行列を取得/設定します。 |
opaqueSortMode | オブジェクトを不透明にするソーティングモード |
orthographic | カメラが orthographic か ( true )、perspective か ( false )。 |
orthographicSize | orthographic モードの場合、カメラの半分のサイズ。 |
overrideSceneCullingMask | Sets the culling mask used to determine which objects from which Scenes to draw. See EditorSceneManager.SetSceneCullingMask. |
pixelHeight | How tall is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). |
pixelRect | 画面上のピクセル座標でどこにカメラが描画されるか。 |
pixelWidth | How wide is the camera in pixels (not accounting for dynamic resolution scaling) (Read Only). |
previousViewProjectionMatrix | Get the view projection matrix used on the last frame. |
projectionMatrix | カスタム射影行列を設定します。 |
rect | 画面座標の正規化座標でどこにカメラが描画されるか。 |
renderingPath | 可能な場合、レンダリングパスが使用されます。 |
scaledPixelHeight | How tall is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). |
scaledPixelWidth | How wide is the camera in pixels (accounting for dynamic resolution scaling) (Read Only). |
scene | If not null, the camera will only render the contents of the specified Scene. |
sensorSize | The size of the camera sensor, expressed in millimeters. |
shutterSpeed | The exposure time of the camera, in seconts. To use this property, enable UsePhysicalProperties. |
stereoActiveEye | Returns the eye that is currently rendering. If called when stereo is not enabled it will return Camera.MonoOrStereoscopicEye.Mono. If called during a camera rendering callback such as OnRenderImage it will return the currently rendering eye. If called outside of a rendering callback and stereo is enabled, it will return the default eye which is Camera.MonoOrStereoscopicEye.Left. |
stereoConvergence | 仮想の目が収束する点までの距離。 |
stereoEnabled | 立体レンダリング。 |
stereoSeparation | The distance between the virtual eyes. Use this to query or set the current eye separation. Note that most VR devices provide this value, in which case setting the value will have no effect. |
stereoTargetEye | VR ディスプレイのどちらの目にカメラがレンダリングするかを決定します。 |
targetDisplay | このカメラのターゲット表示を設定します。 |
targetTexture | 移動先のレンダーテクスチャ |
transparencySortAxis | An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. |
transparencySortMode | ソートモードの透明オブジェクト。 |
useJitteredProjectionMatrixForTransparentRendering | Should the jittered matrix be used for transparency rendering? |
useOcclusionCulling | カメラがレンダリング中にオクルージョンカリングを使用するかどうか。 |
usePhysicalProperties | Enable usePhysicalProperties to use physical camera properties to compute the field of view and the frustum. |
velocity | カメラのワールド空間での速度を取得します(読み取り専用)。 |
worldToCameraMatrix | ワールド空間からカメラ空間に変換する行列。 |
AddCommandBuffer | 指定された場所で実行されるようコマンドバッファを追加します。 |
AddCommandBufferAsync | Adds a command buffer to the GPU's async compute queues and executes that command buffer when graphics processing reaches a given point. |
CalculateFrustumCorners | Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth. |
CalculateObliqueMatrix | 計算し、斜めの近平面射影行列を返します。 |
CopyFrom | このカメラの設定を他のカメラと同じようにします。 |
CopyStereoDeviceProjectionMatrixToNonJittered | Sets the non-jittered projection matrix, sourced from the VR SDK. |
GetCommandBuffers | 指定された場所で実行されるようにコマンドバッファを取得します。 |
GetGateFittedFieldOfView | Retrieves the effective vertical field of view of the camera, including GateFit. Fitting the sensor gate and the resolution gate has an impact on the final field of view. If the sensor gate aspect ratio is the same as the resolution gate aspect ratio or if the camera is not in physical mode, then this method returns the same value as the fieldofview property. |
GetGateFittedLensShift | Retrieves the effective lens offset of the camera, including GateFit. Fitting the sensor gate and the resolution gate has an impact on the final obliqueness of the projection. If the sensor gate aspect ratio is the same as the resolution gate aspect ratio, then this method returns the same value as the lenshift property. If the camera is not in physical mode, then this methods returns Vector2.zero. |
GetStereoNonJitteredProjectionMatrix | Gets the non-jittered projection matrix of a specific left or right stereoscopic eye. |
GetStereoProjectionMatrix | Gets the projection matrix of a specific left or right stereoscopic eye. |
GetStereoViewMatrix | Gets the left or right view matrix of a specific stereoscopic eye. |
RemoveAllCommandBuffers | このカメラに設定されるすべてのコマンドバッファを削除します。 |
RemoveCommandBuffer | 指定された場所で実行からコマンドバッファを削除します。 |
RemoveCommandBuffers | 指定された場所で実行からコマンドバッファを削除してください。 |
Render | 手動でカメラをレンダリングします。 |
RenderToCubemap | このカメラから静的のキューブマップにレンダリングします。 |
RenderWithShader | シェーダーを交換してカメラをレンダリングします。 |
Reset | Revert all camera parameters to default. |
ResetAspect | アスペクト比をスクリーンのアスペクト比に戻します。 |
ResetCullingMatrix | 通常状態のカメラのパラメーターをプロジェクションに反映させます。 |
ResetProjectionMatrix | 通常状態のカメラのパラメーターをプロジェクションに反映させます。 |
ResetReplacementShader | カメラで変更されたシェーダーを削除します。 |
ResetStereoProjectionMatrices | Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes. |
ResetStereoViewMatrices | Reset the camera to using the Unity computed view matrices for all stereoscopic eyes. |
ResetTransparencySortSettings | Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera. |
ResetWorldToCameraMatrix | Make the rendering position reflect the camera's position in the Scene. |
ScreenPointToRay | スクリーンの点を通してカメラからカメラからレイを通します。 |
ScreenToViewportPoint | Transform position のスクリーン座標からビューポート座標に変換します。 |
ScreenToWorldPoint | Transforms a point from screen space into world space, where world space is defined as the coordinate system at the very top of your game's hierarchy. |
SetReplacementShader | シェーダーの置換に対するカメラのレンダーを作成します。 |
SetStereoProjectionMatrix | Sets a custom projection matrix for a specific stereoscopic eye. |
SetStereoViewMatrix | Sets a custom view matrix for a specific stereoscopic eye. |
SetTargetBuffers | 1 つや複数の RenderTexture のバッファを選択されたカメラのレンダーに設定します。 |
SubmitRenderRequest | Submit a renderRequest. |
TryGetCullingParameters | Get culling parameters for a camera. |
ViewportPointToRay | ビューポート座標を介して、カメラからレイを飛ばします。 |
ViewportToScreenPoint | ビューポート空間の position をスクリーン空間に変換します。 |
ViewportToWorldPoint | ビューポート空間の position をワールド空間に変換します。 |
WorldToScreenPoint | ワールド空間の position をスクリーン空間に変換します。 |
WorldToViewportPoint | ワールド空間の position をビューポート空間に変換します。 |
CalculateProjectionMatrixFromPhysicalProperties | Calculates the projection matrix from focal length, sensor size, lens shift, near plane distance, far plane distance, and Gate fit parameters. To calculate the projection matrix without taking Gate fit into account, use Camera.GateFitMode.None . See Also: GateFitParameters |
FieldOfViewToFocalLength | Converts field of view to focal length. Use either sensor height and vertical field of view or sensor width and horizontal field of view. |
FocalLengthToFieldOfView | Converts focal length to field of view. |
GetAllCameras | Fills an array of Camera with the current cameras in the Scene, without allocating a new array. |
HorizontalToVerticalFieldOfView | Converts the horizontal field of view (FOV) to the vertical FOV, based on the value of the aspect ratio parameter. |
VerticalToHorizontalFieldOfView | Converts the vertical field of view (FOV) to the horizontal FOV, based on the value of the aspect ratio parameter. |
OnPostRender | Event function that Unity calls after a Camera renders the scene. |
OnPreCull | Event function that Unity calls before a Camera culls the scene. |
OnPreRender | Event function that Unity calls before a Camera renders the scene. |
OnRenderImage | Event function that Unity calls after a Camera has finished rendering, that allows you to modify the Camera's final image. |
OnRenderObject | OnRenderObject is called after camera has rendered the Scene. |
OnWillRenderObject | OnWillRenderObject はカメラからオブジェクトが可視状態の場合、各カメラごとに一回呼び出されます。 |
CameraCallback | カメラのコールバックで使用するデリゲート |
enabled | 有効であれば更新され、無効であれば更新されません。 |
isActiveAndEnabled | Reports whether a GameObject and its associated Behaviour is active and enabled. |
gameObject | このコンポーネントはゲームオブジェクトにアタッチされます。コンポーネントはいつもゲームオブジェクトにアタッチされています。 |
tag | ゲームオブジェクトのタグ |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
BroadcastMessage | ゲームオブジェクトまたは子オブジェクトにあるすべての MonoBehaviour を継承したクラスにある methodName 名のメソッドを呼び出します。 |
CompareTag | Checks the GameObject's tag against the defined tag. |
GetComponent | Gets a reference to a component of type T on the same GameObject as the component specified. |
GetComponentInChildren | Gets a reference to a component of type T on the same GameObject as the component specified, or any child of the GameObject. |
GetComponentInParent | Gets a reference to a component of type T on the same GameObject as the component specified, or any parent of the GameObject. |
GetComponents | Gets references to all components of type T on the same GameObject as the component specified. |
GetComponentsInChildren | Gets references to all components of type T on the same GameObject as the component specified, and any child of the GameObject. |
GetComponentsInParent | Gets references to all components of type T on the same GameObject as the component specified, and any parent of the GameObject. |
SendMessage | ゲームオブジェクトにアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します |
SendMessageUpwards | ゲームオブジェクトと親(の親、さらに親 ... )にアタッチされているすべての MonoBehaviour にある methodName と名付けたメソッドを呼び出します |
TryGetComponent | Gets the component of the specified type, if it exists. |
GetInstanceID | Gets the instance ID of the object. |
ToString | Returns the name of the object. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindAnyObjectByType | Retrieves any active loaded object of Type type. |
FindFirstObjectByType | Retrieves the first active loaded object of Type type. |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsByType | Retrieves a list of all loaded objects of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |