# cameraToWorldMatrix

> Matrix that transforms from camera space to world space (Read Only).

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.3/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
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

```csharp
// 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);
    }
}
```
