Version: 2022.1

Camera.fieldOfView

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public float fieldOfView ;

描述

The vertical field of view of the Camera, in degrees.

This is the vertical field of view; horizontal field of view depends on the viewport's aspect ratio. For for more information, see VerticalToHorizontalFieldOfView.

If Camera.orthographic is true, the Camera ignores fieldOfView.

某些 VR SDK 具有用于 VR 摄像机的固定视野值。使用这些 SDK 启用 VR 时,该属性将始终返回来自 SDK 的值。如果您尝试设置该属性,则会在记录中看到一条警告,并且该值会被忽略。

If you make changes to Camera.projectionMatrix, the Camera ignores fieldOfView. This lasts until you call Camera.ResetProjectionMatrix.

In the Unity Editor, this corresponds to the Clipping Planes: Near property in the Camera component Inspector.

See Also: Camera Inspector reference.

//Attach this script to an empty GameObject.
//This script creates a Slider that allows you to manipulate the Camera's field of view. Place GameObjects in the Scene to show the full effect.

using UnityEngine;

public class CameraFieldOfViewExample : MonoBehaviour { //This is the field of view that the Camera has float m_FieldOfView;

void Start() { //Start the Camera field of view at 60 m_FieldOfView = 60.0f; }

void Update() { //Update the camera's field of view to be the variable returning from the Slider Camera.main.fieldOfView = m_FieldOfView; }

void OnGUI() { //Set up the maximum and minimum values the Slider can return (you can change these) float max, min; max = 150.0f; min = 20.0f; //This Slider changes the field of view of the Camera between the minimum and maximum values m_FieldOfView = GUI.HorizontalSlider(new Rect(20, 20, 100, 40), m_FieldOfView, min, max); } }