var worldToCameraMatrix : Matrix4x4
Description
Matrix that transforms from world to camera space.
Use this to calculate the camera space position of objects or to provide custom
camera's location that is not based on the transform.
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.
If you change this matrix, the camera no longer updates its rendering based on its Transform.
This lasts until you call ResetWorldToCameraMatrix.
var offset : Vector3 = Vector3 (0,1,0);
function LateUpdate () {
var camoffset : Vector3 = Vector3 (-offset.x, -offset.y, offset.z);
var m : Matrix4x4 = Matrix4x4.TRS (camoffset, Quaternion.identity, Vector3 (1,1,-1));
camera.worldToCameraMatrix = m * transform.worldToLocalMatrix;
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public Vector3 offset = new Vector3(0, 1, 0);
void LateUpdate() {
Vector3 camoffset = new Vector3(-offset.x, -offset.y, offset.z);
Matrix4x4 m = Matrix4x4.TRS(camoffset, Quaternion.identity, new Vector3(1, 1, -1));
camera.worldToCameraMatrix = m * transform.worldToLocalMatrix;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public offset as Vector3 = Vector3(0, 1, 0)
def LateUpdate():
camoffset as Vector3 = Vector3(-offset.x, -offset.y, offset.z)
m as Matrix4x4 = Matrix4x4.TRS(camoffset, Quaternion.identity, Vector3(1, 1, -1))
camera.worldToCameraMatrix = (m * transform.worldToLocalMatrix)