Cameras are the devices that capture and display the world to the player. There can be an unlimited number of cameras in a scene. A Unity scene is created by arranging and moving objects in a three-dimensional space. Since the viewer’s screen is two-dimensional, there needs to be a way to capture a view and “flatten” it for display. This is accomplished using Cameras.

 

For a puzzle game, you might keep the Camera static for a full view of the puzzle. For a first-person shooter, you would parent the Camera to the player character, and place it at the character’s eye level. For a racing game, you’d probably have the Camera follow your player’s vehicle.

Cameras are drawn from low Depth to high Depth. In other words, a Camera with a Depth of 2 will be drawn on top of a Camera with a depth of 1. You can adjust the values of the Normalized View Port Rectangle property to resize and position the Camera’s view onscreen. This can create multiple mini-views like missile cams, map views, rear-view mirrors, etc.

Camera position defines the viewpoint, while the forward (Z) and upward (Y) axes of the object define the view direction and the top of the screen, respectively. The Camera component also defines the size and shape of the region that falls within the view. With these parameters set up, the camera can display what it currently “sees” to the screen. As the camera object moves and rotates, the displayed view will also move and rotate accordingly.

A camera in the real world sees the world in a way that makes objects look smaller the farther they are from the point of view i.e. Perspective effect. A camera that does not diminish the size of objects with distance is referred to as orthographic. The perspective and orthographic modes of viewing a scene are known as camera projections.

The same scene shown in perspective mode (left) and orthographic mode (right)

 

Both perspective and orthographic cameras have a limit on how far they can “see” from their current position. The limit is defined by a plane that is perpendicular to the camera’s forward (Z) direction. This is known as the far clipping plane since objects at a greater distance from the camera are “clipped” (i.e. excluded from rendering). There is also a corresponding near clipping plane close to the camera – the viewable range of distance is that between the two planes.

Background to the camera view
For indoor scenes, the camera may always be completely inside some object representing the interior of a building, cave or other structure. There will be many empty areas in between objects that are filled with nothing at all; these background areas typically represent the sky, space or the murky depths of an underwater scene.  The simplest option is to clear the background to a flat color before rendering the scene on top of it. One can set this color using the camera’s Background property, either from the inspector or from a script.

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