Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Camera3D

Inherits: Node3D < Node < Object

Inherited By: XRCamera3D

Camera node, displays from a point of view.

Description

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.

Tutorials

Properties

CameraAttributes

attributes

int

cull_mask

1048575

bool

current

false

DopplerTracking

doppler_tracking

0

Environment

environment

float

far

4000.0

float

fov

75.0

Vector2

frustum_offset

Vector2(0, 0)

float

h_offset

0.0

KeepAspect

keep_aspect

1

float

near

0.05

ProjectionType

projection

0

float

size

1.0

float

v_offset

0.0

Methods

void

clear_current ( bool enable_next=true )

Projection

get_camera_projection ( ) const

RID

get_camera_rid ( ) const

Transform3D

get_camera_transform ( ) const

bool

get_cull_mask_value ( int layer_number ) const

Plane[]

get_frustum ( ) const

RID

get_pyramid_shape_rid ( )

bool

is_position_behind ( Vector3 world_point ) const

bool

is_position_in_frustum ( Vector3 world_point ) const

void

make_current ( )

Vector3

project_local_ray_normal ( Vector2 screen_point ) const

Vector3

project_position ( Vector2 screen_point, float z_depth ) const

Vector3

project_ray_normal ( Vector2 screen_point ) const

Vector3

project_ray_origin ( Vector2 screen_point ) const

void

set_cull_mask_value ( int layer_number,