![]() If you set the targetTexture, the contents of the camera render will not be printed on the screen, but will be rendered to the targetTexture. The larger the value, the later the camera is rendered. When the camera needs to clear the color, the camera will use the background color to clear the scene.Ĭamera depth, used to determine the order in which the camera is rendered. Specifies the cleanup action that needs to be made when rendering the camera. Specifies the zoom ratio of the camera, and the larger the value, the larger the image displayed. You can add or change groups through Group Manager in the Project Settings, which is the corresponding mask. Generally game UI does not need to be moved, but the player may move out of the screen, then you need another camera to follow the player. The cullingMask in the camera component in the Properties lists the currently available mask options, and you can combine them to generate cullingMask by selecting these options.įor example, the cullingMask setting in the following figure indicates that the camera is used only to render the UI part of the game. Multi-camera support allows you to easily implement advanced customization effects, such as the two-player split screen effect, or the creation of a small scene map.ĬullingMask will determine which parts of the scene the camera is used to render. When creating a scene, Creator creates a camera named Main Camera by default as the main camera for this scene. The camera is the window that the player observes the game world, the scene must have at least one camera, also can have multiple cameras at the same time. Resource management considerations - meta files
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