# SetStereoProjectionMatrix(StereoscopicEye, Matrix4x4)

> Sets a custom projection matrix for a specific stereoscopic eye.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public void SetStereoProjectionMatrix(Camera.StereoscopicEye eye, Matrix4x4 matrix)
```

### Parameters

**** (\[StereoscopicEye]\(/engine/6000.5/script-reference/unityengine/camera/stereoscopiceye)): Specifies the stereoscopic eye whose projection matrix needs to be set.**** (\[Matrix4x4]\(/engine/6000.5/script-reference/unityengine/matrix4x4)): The matrix to be set.

### Remarks

In general, you should use the projection matrices provided by the [XRDisplaySubsystem](/engine/6000.5/script-reference/unityengine/xr/xrdisplaysubsystem.md)  for accurate stereoscopic rendering. However, when needed for specific scenarios, you can override the projection matrices to achieve specific effects. For example, you would need to set custom projection and view matrices to implement binoculars in VR.

Call [Camera.ResetStereoProjectionMatrices](/engine/6000.5/script-reference/unityengine/camera/resetstereoprojectionmatrices.md) to revert the camera back to using the projection matrices provided by the [XRDisplaySubsystem](/engine/6000.5/script-reference/unityengine/xr/xrdisplaysubsystem.md) .
