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The component represents a [https://docs.unity3d.com/ScriptReference/Camera.html Unity Camera] which is centered on the slot and facing in the forward (+z) [[direction]]. The produced image can either be accesed through a [[Component:RenderTextureProvider|RenderTextureProvider]] component or by creating a [[Texture2D]] asset using the [[ProtoFlux:Render To Texture Asset|Render To Texture Asset]] Protoflux node.
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{{stub}}
{{Infobox Component
{{Infobox Component
|Image=CameraComponent.png
|Image=CameraComponent.png
|Name=Camera
|Name=Camera
}}
}}
<translate>The '''Camera''' component represents a [https://docs.unity3d.com/ScriptReference/Camera.html Unity Camera] which is centered on the slot and facing in the forward (+z) [[Direction]].</translate>
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== Fields ==
== Fields ==
{{Table ComponentFields
{{Table ComponentFields
|DoubleBuffered|Bool|Determines if [https://en.wikipedia.org/wiki/Multiple_buffering#Double_buffering_in_computer_graphics DoubleBuffering] is applied or not.
|DoubleBuffered|Bool|Determines if [https://en.wikipedia.org/wiki/Multiple_buffering#Double_buffering_in_computer_graphics DoubleBuffering] is applied or not.
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|Projection|CameraProjection|Determines whether it's [https://en.wikipedia.org/wiki/Perspective_(graphical) perspective] or [https://en.wikipedia.org/wiki/Orthographic_projection orthographic]
|Projection|CameraProjection|Determines whether it's [https://en.wikipedia.org/wiki/Perspective_(graphical) perspective] or [https://en.wikipedia.org/wiki/Orthographic_projection orthographic]
|OrthographicSize|Float|The size of the render-output in orthographic view. (Only active when <code>Projection</code> is set to <code>Orthographic</code>
|OrthographicSize|Float|The size of the render-output in orthographic view. (Only active when <code>Projection</code> is set to <code>Orthographic</code>
|FieldOfView|Float|The size of the render-output in perspective view. (Only active when <code>Projection</code> is set to <code>Perspective</code>
|FieldOfView|Float|The vertical field of view of the camera. (Only active when <code>Projection</code> is set to <code>Perspective</code>
|NearClipping|Float|The point in units where the camera ignores near objects.
|NearClipping|Float|The point in meters where the camera ignores near objects.
|FarClipping|Float|The point in units where the camera ignores far objects.
|FarClipping|Float|The point in meters where the camera ignores far objects.
|UseTransformScale|Bool|Determines if the scale of the camera should be taken into account.
|UseTransformScale|Bool|Determines if the scale of the camera should be taken into account.
|Clear|CameraClearMode|
|Clear|CameraClearMode| See [[Type:CameraClearMode|Camera Clear Mode]] for what this does.
|ClearColor|ColorX|If <code>CameraClearMode</code> is set to <code>Color</code>.
|ClearColor|ColorX|If <code>CameraClearMode</code> is set to <code>Color</code>.
|Viewport|Rect|2D rectangular where the camera is allowed to render
|Viewport|Rect|2D rectangular where the camera is allowed to render
|Depth|Float|
|Depth|Float| Whether this camera should be rendered before or after other cameras render.
|RenderTexture|{{RootFieldType|AssetRef`1|[[Type:RenderTexture|RenderTexture]]}}|TypeAdv12=true|The RenderTextureProvider input in order to get a ITexture2D
|RenderTexture|{{RootFieldType|AssetRef`1|[[Type:RenderTexture|RenderTexture]]}}|TypeAdv12=true|The RenderTextureProvider input in order to get a ITexture2D
|Postprocessing|Bool|Determines if post processing is allowed.
|Postprocessing|Bool|Determines if post processing is allowed.
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== Usage ==
== Usage ==
<translate>Put the component onto a slot, and position the slot. The produced image can either be accesed through a [[Component:RenderTextureProvider|RenderTextureProvider]] component or by creating a [[Texture2D]] asset using the [[ProtoFlux:Render To Texture Asset|Render To Texture Asset]] Protoflux node.</translate>
A list of SyncReferences to slots the camera is NOT allowed to render.
Usage
Put the component onto a slot, and position the slot. The produced image can either be accesed through a RenderTextureProvider component or by creating a Texture2D asset using the Render To Texture Asset Protoflux node.
Examples
Security cameras, drones, picture takers, layered texture bakers, scanners, and more.