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Question by George · Oct 26, 2010 at 08:55 AM · cameramatrix

Camera Projection Matrix - feeding back to itself results in different result

Here's 2 script to demonstrate the issue.

Whack this in your scripts directory and attach it to a camera:

using UnityEngine;

[ExecuteInEditMode, RequireComponent(typeof(Camera))] public class CameraMatrixTest : MonoBehaviour { public void Go() { var m = camera.projectionMatrix;

     camera.projectionMatrix = m;
 }

 public void Restore()
 {
     camera.ResetAspect();
     camera.ResetProjectionMatrix();
 }

}

And this in your Editor folder:

using UnityEditor; using UnityEngine;

[CustomEditor(typeof(CameraMatrixTest))] public class CameraMatrixTestEditor : Editor { private CameraMatrixTest Target { get { return (CameraMatrixTest) target; } }

 public override void OnInspectorGUI()
 {
     base.OnInspectorGUI();

     if(GUILayout.Button("Go!")) Target.Go();
     if(GUILayout.Button("Reset")) Target.Restore();
 }

}

What I get is a flipped camera when assigned the camera's own perspective matrix back to itself! Is it a bug or am I missing a parameter?

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