5/17/2023 0 Comments Tiny screen marker toolIf the sensor aspect ratio is smaller than the game view aspect ratio, Unity overscans the rendered image at the sides. If the sensor aspect ratio is larger than the game view aspect ratio, Unity crops the rendered image at the sides. Options for changing the size of the resolution gate (size/aspect ratio of the game view) relative to the film gate (size/aspect ratio of the Physical Camera sensor).įor further information about resolution gate and film gate, see documentation on Physical Cameras.įits the resolution gate to the height of the film gate. Shift the lens along either axis to make the camera frustum oblique. You can use lens shifts to correct distortion that occurs when the camera is at an angle to the subject (for example, converging parallel lines). Values are multiples of the sensor size for example, a shift of 0.5 along the X axis offsets the sensor by half its horizontal size. Shift the lens horizontally or vertically from center. Unity sets the X and Y values automatically when you choose the Sensor Type. Set the size, in millimeters, of the camera sensor. If you change the Sensor Size values manually, Unity automatically sets this property to Custom. When you choose a camera format, Unity sets the the Sensor Size > X and Y properties to the correct values automatically. Specify the real-world camera format you want the camera to simulate. When you change this value, Unity automatically updates the Field of View property accordingly. Lower values result in a wider Field of View, and vice versa. Set the distance, in millimeters, between the camera sensor and the camera lens. Physical Camera properties are not visible in the Inspector until you tick this box. When the Physical Camera properties are enabled, Unity calculates the Field of View using the properties that simulate real-world camera attributes: Focal Length, Sensor Size, and Lens Shift. Tick this box to enable the Physical Camera properties for this camera. The Camera’s view angle, measured in degrees along the axis specified in the FOV Axis drop-down. The Camera uses a vertical field of view axis.įield of view (when Perspective is selected) The Camera uses a horizontal field of view axis. See in Glossary size of the Camera when set to Orthographic. The viewport The user’s visible area of an app on their screen. More info See in Glossary is always used. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity. Forward rendering A rendering path that renders each object in one or more passes, depending on lights that affect the object. NOTE: Deferred rendering is not supported in Orthographic mode. 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. Cameras A component which creates an image of a particular viewpoint in your scene.
0 Comments
Leave a Reply. |