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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.
|Returns all enabled cameras in the scene.
|The number of cameras in the current scene.
|The camera we are currently rendering with, for low-level render control only (Read Only).
|The first enabled camera tagged "MainCamera" (Read Only).
|Event that is fired after any camera finishes rendering.
|Event that is fired before any camera starts culling.
|Event that is fired before any camera starts rendering.
|Gets or sets the temporary RenderTexture target for this Camera.
|The rendering path that is currently being used (Read Only).
|High dynamic range rendering.
|The aspect ratio (width divided by height).
|The color with which the screen will be cleared.
|Matrix that transforms from camera space to world space (Read Only).
|Identifies what kind of camera this is.
|How the camera clears the background.
|Should the camera clear the stencil buffer after the deferred light pass?
|Number of command buffers set up on this camera (Read Only).
|This is used to render parts of the scene selectively.
|Sets a custom matrix for the camera to use for all culling queries.
|Camera's depth in the camera rendering order.
|How and if camera generates a depth texture.
|Mask to select which layers can trigger events on the camera.
|The far clipping plane distance.
|The field of view of the camera in degrees.
|Should camera rendering be forced into a RenderTexture.
|Per-layer culling distances.
|How to perform per-layer culling for a Camera.
|The near clipping plane distance.
|Get or set the raw projection matrix with no camera offset (no jittering).
|Opaque object sorting mode.
|Is the camera orthographic (true) or perspective (false)?
|Camera's half-size when in orthographic mode.
|How tall is the camera in pixels (Read Only).
|Where on the screen is the camera rendered in pixel coordinates.
|How wide is the camera in pixels (Read Only).
|Set a custom projection matrix.
|Where on the screen is the camera rendered in normalized coordinates.
|The rendering path that should be used, if possible.
|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.
|Distance to a point where virtual eyes converge.
|Render only once and use resulting image for both eyes.
|Distance between the virtual eyes.
|Defines which eye of a VR display the Camera renders into.
|Set the target display for this Camera.
|Destination render texture.
|An axis that describes the direction along which the distances of objects are measured for the purpose of sorting.
|Transparent object sorting mode.
|Should the jittered matrix be used for transparency rendering?
|Whether or not the Camera will use occlusion culling during rendering.
|Get the world-space speed of the camera (Read Only).
|Matrix that transforms from world to camera space.
|Add a command buffer to be executed at a specified place.
|Given viewport coordinates, calculates the view space vectors pointing to the four frustum corners at the specified camera depth.
|Calculates and returns oblique near-plane projection matrix.
|Makes this camera's settings match other camera.
|Get command buffers to be executed at a specified place.
|Gets the projection matrix of a specific left or right stereoscopic eye.
|Gets the left or right view matrix of a specific stereoscopic eye.
|Remove all command buffers set on this camera.
|Remove command buffer from execution at a specified place.
|Remove command buffers from execution at a specified place.
|Render the camera manually.
|Render into a static cubemap from this camera.
|Render the camera with shader replacement.
|Revert the aspect ratio to the screen's aspect ratio.
|Make culling queries reflect the camera's built in parameters.
|Make the projection reflect normal camera's parameters.
|Remove shader replacement from camera.
|Reset the camera to using the Unity computed projection matrices for all stereoscopic eyes.
|Reset the camera to using the Unity computed view matrices for all stereoscopic eyes.
|Resets this Camera's transparency sort settings to the default. Default transparency settings are taken from GraphicsSettings instead of directly from this Camera.
|Make the rendering position reflect the camera's position in the scene.
|Returns a ray going from camera through a screen point.
|Transforms position from screen space into viewport space.
|Transforms position from screen space into world space.
|Make the camera render with shader replacement.
|Sets a custom projection matrix for a specific stereoscopic eye.
|Sets a custom view matrix for a specific stereoscopic eye.
|Sets the Camera to render to the chosen buffers of one or more RenderTextures.
|Returns a ray going from camera through a viewport point.
|Transforms position from viewport space into screen space.
|Transforms position from viewport space into world space.
|Transforms position from world space into screen space.
|Transforms position from world space into viewport space.
|Fills an array of Camera with the current cameras in the scene, without allocating a new array.
|OnPostRender is called after a camera has finished rendering the scene.
|OnPreCull is called before a camera culls the scene.
|OnPreRender is called before a camera starts rendering the scene.
|OnRenderImage is called after all rendering is complete to render image.
|OnRenderObject is called after camera has rendered the scene.
|OnWillRenderObject is called for each camera if the object is visible.
|Delegate type for camera callbacks.
|Enabled Behaviours are Updated, disabled Behaviours are not.
|Has the Behaviour had enabled called.
|The game object this component is attached to. A component is always attached to a game object.
|The tag of this game object.
|The Transform attached to this GameObject.
|Should the object be hidden, saved with the scene or modifiable by the user?
|The name of the object.
|Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
|Is this game object tagged with tag ?
|Returns the component of Type type if the game object has one attached, null if it doesn't.
|Returns the component of Type type in the GameObject or any of its children using depth first search.
|Returns the component of Type type in the GameObject or any of its parents.
|Returns all components of Type type in the GameObject.
|Returns all components of Type type in the GameObject or any of its children.
|Returns all components of Type type in the GameObject or any of its parents.
|Calls the method named methodName on every MonoBehaviour in this game object.
|Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
|Returns the instance id of the object.
|Returns the name of the game object.
|Removes a gameobject, component or asset.
|Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
|Makes the object target not be destroyed automatically when loading a new scene.
|Returns the first active loaded object of Type type.
|Returns a list of all active loaded objects of Type type.
|Clones the object original and returns the clone.