Camera翻译:Yīm
- actualRenderingPath
- allCameras
- aspect
- backgroundColor
- cameraToWorldMatrix
- clearFlags
- CopyFrom
- cullingMask
- current
- depthTextureMode
- depth
- farClipPlane
- fieldOfView
- layerCullDistances
- main
- nearClipPlane
- OnPostRender
- OnPreCull
- OnPreRender
- OnRenderImage
- OnRenderObject
- OnWillRenderObject
- orthographicSize
- orthographic
- pixelHeight
- pixelRect
- pixelWidth
- projectionMatrix
- rect
- renderingPath
- RenderToCubemap
- RenderWithShader
- Render
- ResetAspect
- ResetProjectionMatrix
- ResetReplacementShader
- ResetWorldToCameraMatrix
- ScreenPointToRay
- ScreenToViewportPoint
- ScreenToWorldPoint
- SetReplacementShader
- targetTexture
- velocity
- ViewportPointToRay
- ViewportToScreenPoint
- ViewportToWorldPoint
- worldToCameraMatrix
- WorldToScreenPoint
- WorldToViewportPoint
Camera.ResetWorldToCameraMatrix 重设世界转相机矩阵
function ResetWorldToCameraMatrix () : void
Description描述
Make the rendering position reflect the camera's position in the scene.
在场景中让渲染位置反映相机的位置。
Call this to end the effect of setting worldToCameraMatrix.
调用这个结束worldToCameraMatrix设置的效果。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public void Awake() {
camera.ResetWorldToCameraMatrix();
}
}
camera.ResetWorldToCameraMatrix();
最后修改:2011年3月7日 Monday 16:47