Camera

More information can be found in the Unity API Reference and maybe in the Unity Manual.

Constructors

Constructor

Description

Camera()

Static members

Member

Description

allCameras

allCamerasCount

current

main

Details

class Camera
Camera Camera()
const Texture activeTexture
bool allowDynamicResolution
bool allowHDR
bool allowMSAA
const bool areVRStereoViewMatricesWithinSingleCullTolerance
float aspect
Color backgroundColor
const Matrix4x4 cameraToWorldMatrix
bool clearStencilAfterLightingPass
const int commandBufferCount
int cullingMask
Matrix4x4 cullingMatrix
float depth
bool enabled
int eventMask
float farClipPlane
float fieldOfView
float focalLength
bool forceIntoRenderTexture
const GameObject gameObject
const bool isActiveAndEnabled
array<float> layerCullDistances
bool layerCullSpherical
Vector2 lensShift
string name
float nearClipPlane
Matrix4x4 nonJitteredProjectionMatrix
bool orthographic
float orthographicSize
UInt64 overrideSceneCullingMask
const int pixelHeight
Rect pixelRect
const int pixelWidth
const Matrix4x4 previousViewProjectionMatrix
Matrix4x4 projectionMatrix
Rect rect
const int scaledPixelHeight
const int scaledPixelWidth
Vector2 sensorSize
float stereoConvergence
const bool stereoEnabled
float stereoSeparation
string tag
int targetDisplay
const Texture targetTexture
const Transform transform
Vector3 transparencySortAxis
bool useJitteredProjectionMatrixForTransparentRendering
bool useOcclusionCulling
bool usePhysicalProperties
const Vector3 velocity
Matrix4x4 worldToCameraMatrix
Matrix4x4 CalculateObliqueMatrix(Vector4 clipPlane)
bool CompareTag(string tag)
void CopyFrom(Camera other)
float GetGateFittedFieldOfView()
Vector2 GetGateFittedLensShift()
int GetHashCode()
void RemoveAllCommandBuffers()
void Render()
void RenderDontRestore()
void Reset()
void ResetAspect()
void ResetCullingMatrix()
void ResetProjectionMatrix()
void ResetReplacementShader()
void ResetStereoProjectionMatrices()
void ResetStereoViewMatrices()
void ResetTransparencySortSettings()
void ResetWorldToCameraMatrix()
Ray ScreenPointToRay(Vector3 pos)
Vector3 ScreenToViewportPoint(Vector3 position)
Vector3 ScreenToWorldPoint(Vector3 position)
string ToString()
Ray ViewportPointToRay(Vector3 pos)
Vector3 ViewportToScreenPoint(Vector3 position)
Vector3 ViewportToWorldPoint(Vector3 position)
Vector3 WorldToScreenPoint(Vector3 position)
Vector3 WorldToViewportPoint(Vector3 position)
static const array<Camera> allCameras
static const int allCamerasCount
static const Camera current
static const Camera main
static float FieldOfViewToFocalLength(float fieldOfView, float sensorSize)
static float FocalLengthToFieldOfView(float focalLength, float sensorSize)
static int GetAllCameras(array<Camera> cameras)
static float HorizontalToVerticalFieldOfView(float horizontalFieldOfView, float aspectRatio)
static void SetupCurrent(Camera cur)
static float VerticalToHorizontalFieldOfView(float verticalFieldOfView, float aspectRatio)