Cameras are the devices that capture and display the world to the player. By customizing and manipulating cameras, you can make the presentation of your game truly unique. You can have an unlimited number of cameras in a scene. They can be set to render in any order, at any place on the screen, or only certain parts of the screen.
Properties
Clear Flags | Determines which parts of the screen will be cleared. This is handy when using multiple Cameras to draw different game elements. |
Background | Color applied to the remaining screen after all elements in view have been drawn and there is no skybox. |
Culling Mask | Include or omit layers of objects to be rendered by the Camera. Assign layers to your objects in the Inspector. |
Projection | Toggles the camera's capability to simulate perspective. |
Perspective | Camera will render objects with perspective intact. |
Orthographic | Camera will render objects uniformly, with no sense of perspective. |
Size (when Orthographic is selected) | The viewport size of the Camera when set to Orthographic. |
Field of view | Width of the Camera's view angle, measured in degrees along the local Y axis. |
Clipping Planes | Distances from the camera to start and stop rendering. |
Near | The closest point relative to the camera that drawing will occur. |
Far | The furthest point relative to the camera that drawing will occur. |
Normalized View Port Rect | Four values that indicate where on the screen this camera view will be drawn, in Screen Coordinates (values 0-1). |
X | The beginning horizontal position that the camera view will be drawn. |
Y | The beginning vertical position that the camera view will be drawn. |
W (Width) | Width of the camera output on the screen. |
H (Height) | Height of the camera output on the screen. |
Depth | The camera's position in the draw order. Cameras with a larger value will be drawn on top of cameras with a smaller value. |
Rendering Path | Options for defining what rendering methods will be used by the camera. |
Use Player Settings | This camera will use whichever Rendering Path is set in the Player Settings. |
Vertex Lit | All objects rendered by this camera will be rendered as Vertex-Lit objects. |
Forward | All objects will be rendered with one pass per material, as was standard in Unity 2.x. |
Deferred Lighting (Unity Pro only) | All objects will be drawn once without lighting, then lighting of all objects will be rendered together at the end of the render queue. |
Target Texture (Unity Pro/Advanced only) | Reference to a Render Texture that will contain the output of the Camera view. Making this reference will disable this Camera's capability to render to the screen. |