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.fieldOfView 视野
var fieldOfView : float
Description描述
The field of view of the camera in degrees.
相机的视野,以度为单位。
This is the vertical field of view; horizontal FOV varies depending on the viewport's aspect ratio. Field of view is ignored when camera is orthographic (see orthographic).
这是垂直视野:水平FOV取决于视口的宽高比,当相机是正交时fieldofView被忽略(参考orthographic).
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public void Awake() {
camera.fieldOfView = 60;
}
}
// Set the camera's FOV attached to the same game object to 60
//设置附加到同一个游戏物体上相机的视野为60
camera.fieldOfView = 60;
Another example using specifically the main camera.
使用专门主相机的另一个例子:
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public void Awake() {
Camera.main.fieldOfView = 80;
}
}
// Set the main camera's field of view to 80
//设置主相机的视野为 80
Camera.main.fieldOfView = 80;
最后修改:2011年3月6日 Sunday 11:10