# GetStereoProjectionMatrix(StereoscopicEye)

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

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

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

### Parameters

**** (\[StereoscopicEye]\(/engine/6000.6/script-reference/unityengine/camera/stereoscopiceye)): Specifies the stereoscopic eye whose projection matrix needs to be returned.

### Returns

| Type                                                                  | Description                                              |
| --------------------------------------------------------------------- | -------------------------------------------------------- |
| [Matrix4x4](/engine/6000.6/script-reference/unityengine/matrix4x4.md) | The projection matrix of the specified stereoscopic eye. |

### Remarks

By default, the [XRDisplaySubsystem](/engine/6000.6/script-reference/unityengine/xr/xrdisplaysubsystem.md) sets the projection to the matrix provided by the XR provider plug-in. You can change the projection matrix for an eye with [Camera.SetStereoProjectionMatrix](/engine/6000.6/script-reference/unityengine/camera/setstereoprojectionmatrix.md) and revert both eyes back to the default projection with [Camera.ResetStereoProjectionMatrices](/engine/6000.6/script-reference/unityengine/camera/resetstereoprojectionmatrices.md).

In Play mode, the projection matrix for an eye can be reported as the identity matrix for the first few frames until the [XRDisplaySubsystem](/engine/6000.6/script-reference/unityengine/xr/xrdisplaysubsystem.md) is ready to render.

Additional Resources: [XRDisplaySubsystem.XRRenderParameter.projection](/engine/6000.6/script-reference/unityengine/xr/xrdisplaysubsystem/xrrenderparameter/projection.md).
