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Mastering Unity Scripting

You're reading from   Mastering Unity Scripting Learn advanced C# tips and techniques to make professional-grade games with Unity

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Product type Paperback
Published in Jan 2015
Publisher
ISBN-13 9781784390655
Length 380 pages
Edition 1st Edition
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Author (1):
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Alan Thorn Alan Thorn
Author Profile Icon Alan Thorn
Alan Thorn
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Table of Contents (12) Chapters Close

Preface 1. Unity C# Refresher FREE CHAPTER 2. Debugging 3. Singletons, Statics, GameObjects, and the World 4. Event-driven Programming 5. Cameras, Rendering, and Scenes 6. Working with Mono 7. Artificial Intelligence 8. Customizing the Unity Editor 9. Working with Textures, Models, and 2D 10. Source Control and Other Tips Index

Camera gizmos

When a camera is selected in the Scene tab and the Gizmo display is enabled, it displays a frustum gizmo that indicates clearly where the camera is positioned in the scene and what the camera can see from that view, given its other properties such as field of view, as shown in the following screenshot:

Camera gizmos

Camera displays the frustum when selected in the Scene view

This gizmo is especially helpful to position selected cameras to get the best possible view of the scene. However, there are times when you want to achieve almost the reverse, that is, to position objects in the view of unselected cameras. Specifically, you'll want to move particular objects in the frustum of a camera and make sure it's visible to that camera. This can be tedious to achieve under normal circumstances, because, by default, cameras don't display their frustum gizmo when deselected. This means that as you move objects around, you'll need to continually select and reselect your cameras...

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