A Camera is a device through which the player views the world.
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).
See Also: camera component.
| allCameras | Returns all enabled cameras in the scene. | 
| allCamerasCount | The number of cameras in the current scene. | 
| current | The camera we are currently rendering with, for low-level render control only (Read Only). | 
| main | The first enabled camera tagged "MainCamera" (Read Only). | 
| onPostRender | Event that is fired after any camera finishes rendering. | 
| onPreCull | Event that is fired before any camera starts culling. | 
| onPreRender | Event that is fired before any camera starts rendering. | 
| actualRenderingPath | The rendering path that is currently being used (Read Only). | 
| aspect | The aspect ratio (width divided by height). | 
| backgroundColor | The color with which the screen will be cleared. | 
| cameraToWorldMatrix | Matrix that transforms from camera space to world space (Read Only). | 
| cameraType | Identifies what kind of camera this is. | 
| clearFlags | How the camera clears the background. | 
| clearStencilAfterLightingPass | Should the camera clear the stencil buffer after the deferred light pass? | 
| commandBufferCount | Number of command buffers set up on this camera (Read Only). | 
| cullingMask | This is used to render parts of the scene selectively. | 
| cullingMatrix | Sets a custom matrix for the camera to use for all culling queries. | 
| depth | Camera's depth in the camera rendering order. | 
| depthTextureMode | How and if camera generates a depth texture. | 
| eventMask | Mask to select which layers can trigger events on the camera. | 
| farClipPlane | The far clipping plane distance. | 
| fieldOfView | The field of view of the camera in degrees. | 
| hdr | High dynamic range rendering. | 
| layerCullDistances | Per-layer culling distances. | 
| layerCullSpherical | How to perform per-layer culling for a Camera. | 
| nearClipPlane | The near clipping plane distance. | 
| nonJitteredProjectionMatrix | Get or set the raw projection matrix with no camera offset (no jittering). | 
| opaqueSortMode | Opaque object sorting mode. | 
| orthographic | Is the camera orthographic (true) or perspective (false)? | 
| orthographicSize | Camera's half-size when in orthographic mode. | 
| pixelHeight | How tall is the camera in pixels (Read Only). | 
| pixelRect | Where on the screen is the camera rendered in pixel coordinates. | 
| pixelWidth | How wide is the camera in pixels (Read Only). | 
| projectionMatrix | Set a custom projection matrix. | 
| rect | Where on the screen is the camera rendered in normalized coordinates. | 
| renderingPath | The rendering path that should be used, if possible. | 
| 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 | Distance to a point where virtual eyes converge. | 
| stereoEnabled | Stereoscopic rendering. | 
| stereoMirrorMode | Render only once and use resulting image for both eyes. | 
| stereoSeparation | Distance between the virtual eyes. | 
| stereoTargetEye | Defines which eye of a VR display the Camera renders into. | 
| targetDisplay | Set the target display for this Camera. | 
| targetTexture | Destination render texture. | 
| transparencySortMode | Transparent object sorting mode. | 
| useJitteredProjectionMatrixForTransparentRendering | Should the jittered matrix be used for transparency rendering? | 
| useOcclusionCulling | Whether or not the Camera will use occlusion culling during rendering. | 
| velocity | Get the world-space speed of the camera (Read Only). | 
| worldToCameraMatrix | Matrix that transforms from world to camera space. | 
| AddCommandBuffer | Add a command buffer to be executed at a specified place. | 
| CalculateFrustumCorners | Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth. | 
| CalculateObliqueMatrix | Calculates and returns oblique near-plane projection matrix. | 
| CopyFrom | Makes this camera's settings match other camera. | 
| GetCommandBuffers | Get command buffers to be executed at a specified place. | 
| GetStereoProjectionMatrix | Get the projection matrix of a specific stereo eye. | 
| GetStereoViewMatrix | Get the view matrix of a specific stereo eye. | 
| RemoveAllCommandBuffers | Remove all command buffers set on this camera. | 
| RemoveCommandBuffer | Remove command buffer from execution at a specified place. | 
| RemoveCommandBuffers | Remove command buffers from execution at a specified place. | 
| Render | Render the camera manually. | 
| RenderToCubemap | Render into a static cubemap from this camera. | 
| RenderWithShader | Render the camera with shader replacement. | 
| ResetAspect | Revert the aspect ratio to the screen's aspect ratio. | 
| ResetCullingMatrix | Make culling queries reflect the camera's built in parameters. | 
| ResetFieldOfView | Reset to the default field of view. | 
| ResetProjectionMatrix | Make the projection reflect normal camera's parameters. | 
| ResetReplacementShader | Remove shader replacement from camera. | 
| ResetStereoProjectionMatrices | Use the default projection matrix for both stereo eye. Only work in 3D flat panel display. | 
| ResetStereoViewMatrices | Use the default view matrix for both stereo eye. Only work in 3D flat panel display. | 
| ResetWorldToCameraMatrix | Make the rendering position reflect the camera's position in the scene. | 
| ScreenPointToRay | Returns a ray going from camera through a screen point. | 
| ScreenToViewportPoint | Transforms position from screen space into viewport space. | 
| ScreenToWorldPoint | Transforms position from screen space into world space. | 
| SetReplacementShader | Make the camera render with shader replacement. | 
| SetStereoProjectionMatrix | Sets a custom stereo projection matrix. | 
| SetStereoViewMatrix | Sets a custom stereo view matrix. | 
| SetTargetBuffers | Sets the Camera to render to the chosen buffers of one or more RenderTextures. | 
| ViewportPointToRay | Returns a ray going from camera through a viewport point. | 
| ViewportToScreenPoint | Transforms position from viewport space into screen space. | 
| ViewportToWorldPoint | Transforms position from viewport space into world space. | 
| WorldToScreenPoint | Transforms position from world space into screen space. | 
| WorldToViewportPoint | Transforms position from world space into viewport space. | 
| GetAllCameras | Fills an array of Camera with the current cameras in the scene, without allocating a new array. | 
| OnPostRender | OnPostRender is called after a camera has finished rendering the scene. | 
| OnPreCull | OnPreCull is called before a camera culls the scene. | 
| OnPreRender | OnPreRender is called before a camera starts rendering the scene. | 
| OnRenderImage | OnRenderImage is called after all rendering is complete to render image. | 
| OnRenderObject | OnRenderObject is called after camera has rendered the scene. | 
| OnWillRenderObject | OnWillRenderObject is called for each camera if the object is visible. | 
| CameraCallback | Delegate type for camera callbacks. | 
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. | 
| isActiveAndEnabled | Has the Behaviour had enabled called. | 
| gameObject | The game object this component is attached to. A component is always attached to a game object. | 
| tag | The tag of this game object. | 
| transform | The Transform attached to this GameObject. | 
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | 
| name | The name of the object. | 
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. | 
| CompareTag | Is this game object tagged with tag ? | 
| GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. | 
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. | 
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. | 
| GetComponents | Returns all components of Type type in the GameObject. | 
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. | 
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. | 
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. | 
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the game object. | 
| Destroy | Removes a gameobject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. | 
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. |