Let’s say I’m trying to temporarily change a camera’s position/rotation or projection matrix so that within the same frame I can use ScreenToWorldPoint
to calculate things based on the temporary changes to the Camera. I want to later revert these changes (again, in the same frame) before rendering. These results would then be used over, say, the next second to accomplish my task.
However, it seems that things are not updated until the Camera renders. I’ve tried using .CopyTo
to create a new Camera and get the information from there, but that doesn’t work. Nor do ResetWorldToCameraMatrix
or ResetProjectionMatrix
. Can anyone offer any insight?