Game Development Reference
In-Depth Information
Perspective Field of View (FOV): This controls the amount of perspective
viewing angle in a camera's view, basically how bent the view appears.
You will likely tinker with this setting the most with Screen
Space - Overlay Canvases as it plays with the perspective depth
drawing of the UI, either causing rotation angles to appear elongated
or take elements laid on top of each other (with different Z transform
value depths) to be drawn out of the screen.
Viewport Rect : This controls the size of the camera's viewport. Actually,
playing with this is quite fun, but it will alter how the UI is presented and
causes you a certain amount of rework. Set it and don't change it when
building your UI.
Target Texture : This is used to render this camera to a RenderTexture .
You can use this if you wish, but it would be far easier to use a World Space
Canvas. Only benefit is if you want the same UI painted all over the scene.
RenderTextures are a Unity Pro license-only feature.
• Other rendering settings (Depth , Path , Occlusion Culling , and HDR ) can
be set but do not provide any real value for UI systems. It's better to use the
Canvas UI features.
Basically, you will want to use the Screen Space - Camera Canvas to liven up a flat
UI or use it in conjunction with the Animation system to add an interactive 3D view
to your UI.
Remember, the entire UI system can be animated just like any other
Sprite using the Animation system. Play with it and you will have a
lot of fun.
Event Cameras
The Event Camera is a lot simpler to explain. It is used by the UI system for World
Space canvases to determine which camera should be used by the EventSystem for
raycasting user input into the scene.
If you leave the Event Camera blank (null), it will use the Main
Camera by default.
 
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