Subtitles section Play video Print subtitles Cameras. The camera is one of the most essential components in Unity. The camera takes the contents of our scene and displays it to our users. Every scene must have at least one camera to render out scene objects otherwise we have nothing to show. When a new scene is created one game object is always created. This is the main camera. The game view camera is a component attached to a game object. This means we can manipulate, or move our camera like any other game object, including parenting, scripting, or physical interaction. To create a first or third person camera, including side scrollers, we can use the player object as the parent. For first person cameras, make sure the camera is at the character's eye height looking forward from the character's point of view. For a third person view, make sure the camera is above and behind the character. For a simple puzzle game or top-down shooter the camera would be static, simply looking at and rendering the game. In this example we are going to centre the camera, remove any unwanted rotation, point it straight down and lift it above the game board to simulate a top-down game. In this case we are using the orthographic mode on the camera, which we will cover later in this lesson. We can have any number of cameras in our scene. Each rendering different parts of the environment. In this example we have three cameras. One rendering all of the dynamic objects in the scene. Another rendering the static background and a third rendering a User Interface overlay. All three cameras can be brought together to make a single presentation to our user. We will talk about how to properly use all three cameras at once later on in this lesson. When a camera is selected in the hierarchy we see a preview of the camera in the scene. When we have multiple cameras in the scene this helps us to see what the camera is rendering. This preview is also helpful when we are in full screen mode to see what the camera is rendering, even if it's the only camera in the scene. Cameras will render everything that's in front of them and within their view. How much of the scene is within their view is shown in the scene view as a white outline. This shape is a view frustum. A view frustum is a pyramid, or cone, with the top cut off. The cut off top of the pyramid is the near clipping plane and the base is the far clipping plane. The near and far clipping planes control the draw distance from the camera. Objects must be between the near and far clipping planes to be rendered. The sides indicate how much the camera can see side to side and top to bottom. and any part of the scene that's within the frustum will be rendered. Cameras have two different ways of looking at the scene. Perspective mode and orthographic mode. These dramatically effect the shape and size of the frustum and the look of the scene through the camera. In perspective mode the camera will render the scene like a real world camera with a sense of diminishing perspective. We can see this in the scene view as the white representation of the cameras frustum gets larger as it extends away from the camera. This is the most common camera mode to use when creating a game. In orthographic mode there is no diminishing perspective. All objects are rendered using a form of parallel projection from the camera. We can see this in the scene view as the frustum is straight and the front and back are the same size. This mode is usually seen in isometric games like some real time strategy or board games, or for 2D games, simple puzzle games and when using an additional camera for rendering UI elements on top of the game view, like mini maps or heads-up displays. To control what is being rendered in our scenes, adjust the near and far clipping planes and the size or shape of the frustum. Field Of View controls how wide the view of the camera will be. This is very much like using the zoom on a real world camera. When the camera is in orthographic mode size replaces the field of view property. This controls the size of the orthographic viewport. This is similar to field of view but the value of the size property changes the size of both the front and back planes at the same time as there is no perspective with an orthographic camera. Our scenes must have some sort of a background. This controlled by the Clear Flags and Background properties. The colour values set in the background property will be what's drawn behind any of the objects in our scene, if no other settings have been changed. This is the default blue colour we see in a new empty scene. Clear Flags determines what the background will be for a camera. This setting is particularly important when using multiple cameras. Each camera stores colour and depth information when it renders it's view. The portions of the screen that are not drawn upon are considered empty. The Clear Flags property will determine what is shown in this empty space. If we have a skybox set in our render settings the background will be a skybox. Skybox is the default clear flag for any camera. A skybox is a material that contains several images that surround the entire scene providing a textured background for that scene. For more information on skyboxes and render settings see the appropriate lessons. If we don't have a skybox set, or we choose solid colour as our clear flag. The colour value from the background property will be used behind any of our objects in the scene. Depth Only is primarily used for multiple cameras. We will cover depth only in a moment. Don't Clear will result in each frame being drawn over the last, creating a smear effect. This setting isn't typically used in games. When using multiple cameras the most practical setting for clear flags is depth only. With this setting each camera is given a value and depth and the contents of each camera's view are layered on top of each other in depth order, starting with lowest depth first. Normally the main camera is assigned the lowest depth value and has it's clear flag set to either skybox or solid colour. All of the other cameras have their clear flags set to depth only. This way there is one ultimate background, and the images of all the other cameras are layered on top of the main camera. The content of what the camera is rendering is limited by the Culling Mask property. The Culling Mask drop down will list all the layers available in the scene. The camera will render only those objects on the layers selected in it's culling mask. For more information on layers and how to use then see the appropriate lesson. In the case of the User Interface overlay we have the interface element set to the UI layer. Our UI camera has it's culling mask set to render only the objects on the User Interface layer We have our clear flag set to depth only and the depth set to the highest value of all the cameras in the scene. This way the UI camera only draws the UI element based on the culling mask setting and the UI element draws on top of all of the other layers, based on the depth. It is also worth noting that the camera is set to orthographic to remove any possible perspective on the UI element. Typical uses of multiple cameras are to render UI elements like mini maps or heads-up displays over the world view, make rear-view mirrors and missile cameras, or to force the drawing order of objects in the scene, like making sure that a gun in a first person shooter doesn't get drawn inside the level geometry. The normalised viewport rect, render path, target texture and HDR properties are more advanced and will be covered in an other lesson.
B1 UK camera scene view rendering render mode Cameras - Unity Official Tutorials 136 9 朱瑛 posted on 2014/05/02 More Share Save Report Video vocabulary