![]() ![]() Toggles the camera’s capability to simulate perspective.Ĭamera will render objects with perspective intact.Ĭamera will render objects uniformly, with no sense of perspective. Assigns layers to your objects in the Inspector. Includes or omits layers of objects to be rendered by the Camera. More info See in Glossary.Ĭulling Mask Allows you to include or omit objects to be rendered by a Camera, by Layer. The color applied to the remaining screen after all elements in view have been drawn and there is no skybox A special type of Material used to represent skies. This is handy when using multiple Cameras to draw different game elements. If your Project uses the Built-in Render Pipeline, Unity displays the following properties:ĭetermines which parts of the screen will be cleared.If your Project uses the High Definition Render Pipeline (HDRP), see the HDRP package documentation microsite.If your Project uses the Universal Render Pipeline (URP), see the URP package documentation microsite.More info See in Glossary that your Project uses. Unity lets you choose from pre-built render pipelines, or write your own. More info See in Glossary depending on the render pipeline A series of operations that take the contents of a Scene, and displays them on a screen. Unity displays different properties in the Camera Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. They can be set to render in any order, at any place on the screen, or only certain parts of the screen. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. You can have an unlimited number of cameras in a scene A Scene contains the environments and menus of your game. By customizing and manipulating cameras, you can make the presentation of your game truly unique. More info See in Glossary are the devices that capture and display the world to the player. The output is either drawn to the screen or captured as a texture. You might do this, for example, to switch between an overhead map view and a first-person view.Cameras A component which creates an image of a particular viewpoint in your scene. ![]() ![]() By disabling one camera and enabling another from a script, you can “cut” from one camera to another to give different views of a scene. Switching camerasīy default, a camera renders its view to cover the whole screen and so only one camera view can be seen at a time (the visible camera is the one that has the highest value for its depth property). However, you can have as many cameras in a scene as you like and their views can be combined in different ways, as described below. More info See in Glossary and this is all you need for most situations. More info See in Glossary contains just a single camera A component which creates an image of a particular viewpoint in your scene. When created, a Unity scene A Scene contains the environments and menus of your game. ![]()
0 Comments
Leave a Reply. |