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Curso de Diseño y Edición Digital Temario Servisar

Curso de Diseño y Edición Digital Camera Cameras are the devices that capture and display the world to the player. By customizing and manipulating cameras, you can make the presentation of your game truly unique. You can have an unlimited number of cameras in a scene. They can be set to render in any order, at any place on the screen, or only certain parts of the screen.

Unity's flexible Camera object Properties Determines which parts of the screen will be cleared. This is handy when using multiple Cameras to draw different game elements. Color applied to the remaining screen after all elements in view have been drawn and there is no skybox. Include or omit layers of objects to be rendered by the Camera. Assign layers to your objects in the Inspector. Toggles the camera's capability to simulate perspective. Camera will render objects with perspective intact. Pág. 1

Clear Flags Background Culling Mask Projection Perspective

Curso de Diseño y Edición Digital Temario

Curso de Diseño y Edición Digital Temario Servisar

Orthographic Size (when Orthographic is selected) Field of view Clipping Planes Near Far

Camera will render objects uniformly, with no sense of perspective. The viewport size of the Camera when set to Orthographic.

Width of the Camera's view angle, measured in degrees along the local Y axis. Distances from the camera to start and stop rendering. The closest point relative to the camera that drawing will occur. The furthest point relative to the camera that drawing will occur. Four values that indicate where on the screen this camera view will be drawn, in Normalized View Port Rect Screen Coordinates (values 0-1). X The beginning horizontal position that the camera view will be drawn. Y The beginning vertical position that the camera view will be drawn. W (Width) Width of the camera output on the screen. H (Height) Height of the camera output on the screen. The camera's position in

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