![]() When perspective is used, objects appear to diminish in size as the distance from camera increases. See far clipping plane and near clipping plane. A camera’s viewable range is between the far and near clipping planes. This means that the viewing volume of an orthographic camera is defined by a rectangular box extending between the two clipping planes A plane that limits how far or close a camera can see from its current position. ![]() Without perspective, objects appear the same size regardless of their distance. There is also a corresponding near clipping plane close to the camera - the viewable range of distance is that between the two planes. This is known as the far clipping plane since objects at a greater distance from the camera are “clipped” (ie, excluded from rendering). The limit is defined by a plane that is perpendicular to the camera’s forward (Z) direction. (scene above from BITGEM) The shape of the viewed regionīoth perspective and orthographic cameras have a limit on how far they can “see” from their current position. The perspective and orthographic modes of viewing a scene are known as camera projections. A camera that does not diminish the size of objects with distance is referred to as orthographic and Unity cameras also have an option for this. For example, you might want to create a map or information display that is not supposed to appear exactly like a real-world object. Naturally, Unity supports perspective cameras, but for some purposes, you want to render the view without this effect. ![]() This well-known perspective effect is widely used in art and computer graphics and is important for creating a realistic scene. Perspective and orthographic cameras The same scene shown in perspective mode (left) and orthographic mode (right)Ī camera in the real world, or indeed a human eye, sees the world in a way that makes objects look smaller the farther they are from the point of view. As the GameObject moves and rotates, the displayed view moves and rotates accordingly. With these parameters set up, the camera can display what it currently “sees” to the screen. Settings on the Camera component define the size and shape of the region that falls within the view. The transform position defines the viewpoint, its forward (Z) axis defines the view direction, and its and upward (Y) axis defines the top of the screen. What a camera sees is defined by its transform and its Camera component. In Unity, you create a camera by adding a Camera component to a GameObject. Since the viewer’s screen is two-dimensional, Unity needs to capture a view and “flatten” it for display. More info See in Glossary in a three-dimensional space. A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary represents GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. 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. A Unity scene A Scene contains the environments and menus of your game.
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