Camera
More information can be found in the Unity API Reference
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Details
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class Camera
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bool allowDynamicResolution
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bool allowHDR
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bool allowMSAA
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const bool areVRStereoViewMatricesWithinSingleCullTolerance
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float aspect
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bool clearStencilAfterLightingPass
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const int commandBufferCount
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int cullingMask
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float depth
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bool enabled
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int eventMask
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float farClipPlane
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float fieldOfView
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float focalLength
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bool forceIntoRenderTexture
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const GameObject gameObject
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const bool isActiveAndEnabled
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array<float> layerCullDistances
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bool layerCullSpherical
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string name
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float nearClipPlane
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bool orthographic
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float orthographicSize
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UInt64 overrideSceneCullingMask
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const int pixelHeight
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const int pixelWidth
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const int scaledPixelHeight
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const int scaledPixelWidth
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float stereoConvergence
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const bool stereoEnabled
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float stereoSeparation
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string tag
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int targetDisplay
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bool useJitteredProjectionMatrixForTransparentRendering
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bool useOcclusionCulling
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bool usePhysicalProperties
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bool CompareTag(string tag)
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float GetGateFittedFieldOfView()
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int GetHashCode()
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void RemoveAllCommandBuffers()
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void Render()
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void RenderDontRestore()
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void Reset()
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void ResetAspect()
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void ResetCullingMatrix()
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void ResetProjectionMatrix()
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void ResetReplacementShader()
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void ResetStereoProjectionMatrices()
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void ResetStereoViewMatrices()
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void ResetTransparencySortSettings()
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void ResetWorldToCameraMatrix()
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string ToString()
- static const array<Camera> allCameras
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static const int allCamerasCount
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static const Camera current
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static const Camera main
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static float FieldOfViewToFocalLength(float fieldOfView, float sensorSize)
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static float FocalLengthToFieldOfView(float focalLength, float sensorSize)
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static float HorizontalToVerticalFieldOfView(float horizontalFieldOfView, float aspectRatio)
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static float VerticalToHorizontalFieldOfView(float verticalFieldOfView, float aspectRatio)
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bool allowDynamicResolution