# GetStereoViewMatrix(StereoscopicEye)

> Gets the left or right view matrix of a specific stereoscopic eye.

## Definition

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

```csharp
public Matrix4x4 GetStereoViewMatrix(Camera.StereoscopicEye eye)
```

### Parameters

**** (\[StereoscopicEye]\(/engine/6000.3/script-reference/unityengine/camera/stereoscopiceye)): Specifies the stereoscopic eye whose view matrix needs to be returned.

### Returns

| Type                                                                  | Description                                        |
| --------------------------------------------------------------------- | -------------------------------------------------- |
| [Matrix4x4](/engine/6000.3/script-reference/unityengine/matrix4x4.md) | The view matrix of the specified stereoscopic eye. |

### Remarks

By default, the [XRDisplaySubsystem](/engine/6000.3/script-reference/unityengine/xr/xrdisplaysubsystem.md) sets the view to the matrix provided by the XR provider plug-in. You can change the view matrix for a stereo eye with [Camera.SetStereoViewMatrix](/engine/6000.3/script-reference/unityengine/camera/setstereoviewmatrix.md) and revert both eyes back to the default view with [Camera.ResetStereoViewMatrices](/engine/6000.3/script-reference/unityengine/camera/resetstereoviewmatrices.md).

In Play mode, the view matrix for a stereo eye can be reported as the identity matrix for the first few frames until the [XRDisplaySubsystem](/engine/6000.3/script-reference/unityengine/xr/xrdisplaysubsystem.md) is ready to render.

Additional Resources: [XRDisplaySubsystem.XRRenderParameter.view](/engine/6000.3/script-reference/unityengine/xr/xrdisplaysubsystem/xrrenderparameter/view.md).
