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.