cameraToWorldMatrix
Matrix that transforms from camera space to world space (Read Only).
Read time 1 minuteLast updated 10 days ago
Definition
- Type: Property
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
public Matrix4x4 cameraToWorldMatrix { get; }
Remarks
Use this to calculate where in the world a specific camera space point is.
Note that camera space matches OpenGL convention: camera's forward is the negative Z axis. This is different from Unity's convention, where forward is the positive Z axis.
Examples
// Draw a yellow sphere in Scene view at distance// units along camera's viewing direction.using UnityEngine;using System.Collections;public class ExampleClass : MonoBehaviour{ public float distance = -1.0F; void OnDrawGizmosSelected() { Matrix4x4 m = Camera.main.cameraToWorldMatrix; Vector3 p = m.MultiplyPoint(new Vector3(0, 0, distance)); Gizmos.color = Color.yellow; Gizmos.DrawSphere(p, 0.2F); }}