Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Camera.cullingMatrix

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var cullingMatrix: Matrix4x4;
public Matrix4x4 cullingMatrix;

Description

Sets a custom matrix for the camera to use for all culling queries.

This lasts until it is disabled by calling ResetCullingMatrix.

A custom culling matrix can be useful in situations where multiple cameras must be culled identically in order to render effects such as reflections.

#pragma strict
var cullingCamera: Camera;
function Awake() {
	cullingCamera = gameObject.AddComponent.<Camera>();
	SetMainCameraCustomCullingMatrix(new Vector3(10.0f, 10.0f, 10.0f), Vector3.zero);
}
function SetMainCameraCustomCullingMatrix(cameraPosition: Vector3, lookAtPosition: Vector3) {
	transform.position = cameraPosition;
	transform.LookAt(lookAtPosition);
	Camera.main.cullingMatrix = cullingCamera.projectionMatrix * cullingCamera.worldToCameraMatrix;
}
function ResetMainCameraCullingMatrix() {
	Camera.main.ResetCullingMatrix();
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { Camera cullingCamera;

void Awake() { cullingCamera = gameObject.AddComponent<Camera>(); SetMainCameraCustomCullingMatrix(new Vector3(10.0f, 10.0f, 10.0f), Vector3.zero); }

void SetMainCameraCustomCullingMatrix(Vector3 cameraPosition, Vector3 lookAtPosition) { transform.position = cameraPosition; transform.LookAt(lookAtPosition); Camera.main.cullingMatrix = cullingCamera.projectionMatrix * cullingCamera.worldToCameraMatrix; }

void ResetMainCameraCullingMatrix() { Camera.main.ResetCullingMatrix(); } }