Table of Contents

Class Camera3D

Namespace
Godot
Assembly
GodotSharp.dll

Camera3D is a special node that displays what is visible from its current location. Cameras register themselves in the nearest Viewport node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. In other words, a camera just provides 3D display capabilities to a Viewport, and, without one, a scene registered in that Viewport (or higher viewports) can't be displayed.

public class Camera3D : Node3D, IDisposable
Inheritance
Camera3D
Implements
Derived
Inherited Members

Constructors

Camera3D()

public Camera3D()

Properties

Attributes

The CameraAttributes to use for this camera.

public CameraAttributes Attributes { get; set; }

Property Value

CameraAttributes

CullMask

The culling mask that describes which Layers are rendered by this camera. By default, all 20 user-visible layers are rendered.

Note: Since the CullMask allows for 32 layers to be stored in total, there are an additional 12 layers that are only used internally by the engine and aren't exposed in the editor. Setting CullMask using a script allows you to toggle those reserved layers, which can be useful for editor plugins.

To adjust CullMask more easily using a script, use GetCullMaskValue(int) and SetCullMaskValue(int, bool).

Note: VoxelGI, SDFGI and LightmapGI will always take all layers into account to determine what contributes to global illumination. If this is an issue, set GIMode to Disabled for meshes and LightBakeMode to Disabled for lights to exclude them from global illumination.

public uint CullMask { get; set; }

Property Value

uint

Current

If true, the ancestor Viewport is currently using this camera.

If multiple cameras are in the scene, one will always be made current. For example, if two Camera3D nodes are present in the scene and only one is current, setting one camera's Current to false will cause the other camera to be made current.

public bool Current { get; set; }

Property Value

bool

DopplerTracking

If not Disabled, this camera will simulate the Doppler effect for objects changed in particular _process methods. See Camera3D.DopplerTrackingEnum for possible values.

public Camera3D.DopplerTrackingEnum DopplerTracking { get; set; }

Property Value

Camera3D.DopplerTrackingEnum

Environment

The Environment to use for this camera.

public Environment Environment { get; set; }

Property Value

Environment

Far

The distance to the far culling boundary for this camera relative to its local Z axis. Higher values allow the camera to see further away, while decreasing Far can improve performance if it results in objects being partially or fully culled.

public float Far { get; set; }

Property Value

float

Fov

The camera's field of view angle (in degrees). Only applicable in perspective mode. Since KeepAspect locks one axis, Fov sets the other axis' field of view angle.

For reference, the default vertical field of view value (75.0) is equivalent to a horizontal FOV of:

- ~91.31 degrees in a 4:3 viewport

- ~101.67 degrees in a 16:10 viewport

- ~107.51 degrees in a 16:9 viewport

- ~121.63 degrees in a 21:9 viewport

public float Fov { get; set; }

Property Value

float

FrustumOffset

The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as Y-shearing.

Note: Only effective if Projection is Frustum.

public Vector2 FrustumOffset { get; set; }

Property Value

Vector2

HOffset

The horizontal (X) offset of the camera viewport.

public float HOffset { get; set; }

Property Value

float

KeepAspect

The axis to lock during Fov/Size adjustments. Can be either Width or Height.

public Camera3D.KeepAspectEnum KeepAspect { get; set; }

Property Value

Camera3D.KeepAspectEnum

Near

The distance to the near culling boundary for this camera relative to its local Z axis. Lower values allow the camera to see objects more up close to its origin, at the cost of lower precision across the entire range. Values lower than the default can lead to increased Z-fighting.

public float Near { get; set; }

Property Value

float

Projection

The camera's projection mode. In Perspective mode, objects' Z distance from the camera's local space scales their perceived size.

public Camera3D.ProjectionType Projection { get; set; }

Property Value

Camera3D.ProjectionType

Size

The camera's size in meters measured as the diameter of the width or height, depending on KeepAspect. Only applicable in orthogonal and frustum modes.

public float Size { get; set; }

Property Value

float

VOffset

The vertical (Y) offset of the camera viewport.

public float VOffset { get; set; }

Property Value

float

Methods

ClearCurrent(bool)

If this is the current camera, remove it from being current. If enableNext is true, request to make the next camera current, if any.

public void ClearCurrent(bool enableNext = true)

Parameters

enableNext bool

GetCameraProjection()

Returns the projection matrix that this camera uses to render to its associated viewport. The camera must be part of the scene tree to function.

public Projection GetCameraProjection()

Returns

Projection

GetCameraRid()

Returns the camera's RID from the RenderingServer.

public Rid GetCameraRid()

Returns

Rid

GetCameraTransform()

Returns the transform of the camera plus the vertical (VOffset) and horizontal (HOffset) offsets; and any other adjustments made to the position and orientation of the camera by subclassed cameras such as XRCamera3D.

public Transform3D GetCameraTransform()

Returns

Transform3D

GetCullMaskValue(int)

Returns whether or not the specified layer of the CullMask is enabled, given a layerNumber between 1 and 20.

public bool GetCullMaskValue(int layerNumber)

Parameters

layerNumber int

Returns

bool

GetFrustum()

Returns the camera's frustum planes in world space units as an array of Planes in the following order: near, far, left, top, right, bottom. Not to be confused with FrustumOffset.

public Array<Plane> GetFrustum()

Returns

Array<Plane>

GetPyramidShapeRid()

Returns the RID of a pyramid shape encompassing the camera's view frustum, ignoring the camera's near plane. The tip of the pyramid represents the position of the camera.

public Rid GetPyramidShapeRid()

Returns

Rid

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

IsPositionBehind(Vector3)

Returns true if the given position is behind the camera (the blue part of the linked diagram). See this diagram for an overview of position query methods.

Note: A position which returns false may still be outside the camera's field of view.

public bool IsPositionBehind(Vector3 worldPoint)

Parameters

worldPoint Vector3

Returns

bool

IsPositionInFrustum(Vector3)

Returns true if the given position is inside the camera's frustum (the green part of the linked diagram). See this diagram for an overview of position query methods.

public bool IsPositionInFrustum(Vector3 worldPoint)

Parameters

worldPoint Vector3

Returns

bool

MakeCurrent()

Makes this camera the current camera for the Viewport (see class description). If the camera node is outside the scene tree, it will attempt to become current once it's added.

public void MakeCurrent()

ProjectLocalRayNormal(Vector2)

Returns a normal vector from the screen point location directed along the camera. Orthogonal cameras are normalized. Perspective cameras account for perspective, screen width/height, etc.

public Vector3 ProjectLocalRayNormal(Vector2 screenPoint)

Parameters

screenPoint Vector2

Returns

Vector3

ProjectPosition(Vector2, float)

Returns the 3D point in world space that maps to the given 2D coordinate in the Viewport rectangle on a plane that is the given zDepth distance into the scene away from the camera.

public Vector3 ProjectPosition(Vector2 screenPoint, float zDepth)

Parameters

screenPoint Vector2
zDepth float

Returns

Vector3

ProjectRayNormal(Vector2)

Returns a normal vector in world space, that is the result of projecting a point on the Viewport rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.

public Vector3 ProjectRayNormal(Vector2 screenPoint)

Parameters

screenPoint Vector2

Returns

Vector3

ProjectRayOrigin(Vector2)

Returns a 3D position in world space, that is the result of projecting a point on the Viewport rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.

public Vector3 ProjectRayOrigin(Vector2 screenPoint)

Parameters

screenPoint Vector2

Returns

Vector3

SetCullMaskValue(int, bool)

Based on value, enables or disables the specified layer in the CullMask, given a layerNumber between 1 and 20.

public void SetCullMaskValue(int layerNumber, bool value)

Parameters

layerNumber int
value bool

SetFrustum(float, Vector2, float, float)

Sets the camera projection to frustum mode (see Frustum), by specifying a size, an offset, and the zNear and zFar clip planes in world space units. See also FrustumOffset.

public void SetFrustum(float size, Vector2 offset, float zNear, float zFar)

Parameters

size float
offset Vector2
zNear float
zFar float

SetOrthogonal(float, float, float)

Sets the camera projection to orthogonal mode (see Orthogonal), by specifying a size, and the zNear and zFar clip planes in world space units. (As a hint, 2D games often use this projection, with values specified in pixels.)

public void SetOrthogonal(float size, float zNear, float zFar)

Parameters

size float
zNear float
zFar float

SetPerspective(float, float, float)

Sets the camera projection to perspective mode (see Perspective), by specifying a fov (field of view) angle in degrees, and the zNear and zFar clip planes in world space units.

public void SetPerspective(float fov, float zNear, float zFar)

Parameters

fov float
zNear float
zFar float

UnprojectPosition(Vector3)

Returns the 2D coordinate in the Viewport rectangle that maps to the given 3D point in world space.

Note: When using this to position GUI elements over a 3D viewport, use IsPositionBehind(Vector3) to prevent them from appearing if the 3D point is behind the camera:

# This code block is part of a script that inherits from Node3D.
  # `control` is a reference to a node inheriting from Control.
  control.visible = not get_viewport().get_camera_3d().is_position_behind(global_transform.origin)
  control.position = get_viewport().get_camera_3d().unproject_position(global_transform.origin)
public Vector2 UnprojectPosition(Vector3 worldPoint)

Parameters

worldPoint Vector3

Returns

Vector2