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Description. A Camera is a device through which the player views the world. A screen space point is defined in pixels. The bottom-left of the screen is (0,0); the right-top is ( pixelWidth, pixelHeight ). The z position is in world units from the Camera. A viewport space point is normalized and relative to the Camera.
- ScreenToWorldPoint
A screen space position (often mouse x, y), plus a z...
- ScreenPointToRay
//Attach this script to your Camera //This draws a line in...
- fieldOfView
This lasts until you call Camera.ResetProjectionMatrix. In...
- orthographicSize
In order to edit this size, set the Camera to be...
- GetCommandBuffers
Camera.GetCommandBuffers. Leave feedback. Suggest a change....
- SetTargetBuffers
Camera.SetTargetBuffers. Leave feedback. Suggest a change....
- Camera.Current
The camera we are currently rendering with, for low-level...
- projectionMatrix
Moreover, this leaves the camera's nearClipPlane and...
- ScreenToWorldPoint
29. Nov. 2020 · In this tutorial, we’ll dive deeper into Unity Cameras with scripts that control their behavior. We’ll start out with a 2D Camera that works from any perspective (in this case, we’ll be using it in an overhead view).
29. Sept. 2015 · If you just simply want to follow the target object align the position of the camera the way you want it and make the camera the child of the target object and the rest will do
In diesem Teil des Unity Tutorials erfährst du die Grundlagen zur Kamera in Unity. Wir werden uns die Hauptkamera und deren Standardkomponenten ansehen. Und vor allem wie die Kamera in der Szene platziert und ausgerichtet werden kann.
Description. The first enabled Camera component that is tagged "MainCamera" (Read Only). If there is no enabled Camera component with the "MainCamera" tag, this property is null. Internally, Unity caches all GameObjects with the "MainCamera" tag.
UnityCinematicControl is a versatile Unity camera control script, enabling dynamic and cinematic camera movements with ease. Ideal for crafting compelling game trailers and cutscenes, it provides developers with intuitive tools for enhancing visual storytelling in their games.
The camera will send OnPreCull, OnPreRender and OnPostRender to any scripts attached, and render any eventual image filters. This is used for taking precise control of render order. To make use of this feature, create a camera and disable it. Then call Render on it.