class in UnityEngine
/
Inherits from:Behaviour
/
Implemented in:UnityEngine.CoreModule
Switch to ManualA 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. |
activeTexture | Gets the temporary RenderTexture target for this Camera. |
actualRenderingPath | The rendering path that is currently being used (Read Only). |
allowDynamicResolution | Dynamic Resolution Scaling. |
allowHDR | High dynamic range rendering. |
allowMSAA | MSAA rendering. |
areVRStereoViewMatricesWithinSingleCullTolerance | Determines whether the stereo view matrices are suitable to allow for a single pass cull. |
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. |
focalLength | The camera focal length, expressed in millimeters. 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. |
layerCullDistances | Per-layer culling distances. |
layerCullSpherical | How to perform per-layer culling for a Camera. |
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 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. |
overrideSceneCullingMask | Sets the culling maks 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 | Where on the screen is the camera rendered in pixel coordinates. |
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 | 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. |
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. |
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. |
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 | Defines which eye of a VR display the Camera renders into. |
targetDisplay | Set the target display for this Camera. |
targetTexture | Destination render texture. |
transparencySortAxis | An axis that describes the direction along which the distances of objects are measured for the purpose of sorting. |
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. |
usePhysicalProperties | Enable [UsePhysicalProperties] to use physical camera properties to compute the field of view and the frustum. |
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. |
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 | Calculates and returns oblique near-plane projection matrix. |
CopyFrom | Makes this camera's settings match other camera. |
CopyStereoDeviceProjectionMatrixToNonJittered | Sets the non-jittered projection matrix, sourced from the VR SDK. |
GetCommandBuffers | Get command buffers to be executed at a specified place. |
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 | 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. |
Reset | Revert all camera parameters to default. |
ResetAspect | Revert the aspect ratio to the screen's aspect ratio. |
ResetCullingMatrix | Make culling queries reflect the camera's built in parameters. |
ResetProjectionMatrix | Make the projection reflect normal camera's parameters. |
ResetReplacementShader | Remove shader replacement from camera. |
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 | 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 projection matrix for a specific stereoscopic eye. |
SetStereoViewMatrix | Sets a custom view matrix for a specific stereoscopic eye. |
SetTargetBuffers | Sets the Camera to render to the chosen buffers of one or more RenderTextures. |
TryGetCullingParameters | Get culling parameters for a camera. |
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. |
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 | 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 active and 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 GameObject. |
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. |
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. |
Did you find this page useful? Please give it a rating: