in what direction in view space (after applying UNITY_MATRIX_MV) is z pointing.
Is it from camera positive into the screen or is it negative so z is pointing towards the camera (out of the screen)
I couldn’t find any site with an answer.
With try and error I found out that it seems to be like openGL → so camera is facing negative z value.
View space (or camera space) and clip space (or projection space) are different things. OpenGL and D3D differ in projection space direction, and there are helper variables for that, but I believe view space is the same. It also matches what you see in the editor. If you place a game object as a child of the camera, that should match the coordinates of an object transformed by the UNITY_MATRIX_MV.