A Game can have multiple cameras but only one can be enabled at a time.
When enabling a camera via logic links the previously enabled camera will automatically be disabled.
The Reset View and Set Camera options found in the Quick Menu are dependent on the currently enabled camera.
Reset View | Reset the editor camera to the view of the enabled camera |
Set Camera | Place the enabled camera to match the current view of the editor camera |
When enabled the Camera node includes 2 visualizations. The cone represents the field of view and the triangle represents the top of the frame. This allows you to get an idea of where it is looking without playtesting or resetting the editor view.
Target | Target for the camera to follow. How the camera will follow is determined by the Type. | |
Enabled | Determines if the camera is active. Only 1 Camera node can be enabled at a time. | |
Limit X / Y / Z-Axis | Enables positional limit for the camera for each axis | |
Is Orthogonal Camera | Determines if the camera is orthogonal. Orthogonal camera view represents all objects at the same size regardless of their distance from the camera. | |
Orthogonal Size | Set the size of the orthogonal frame (only visible when Orthogonal is enabled) | |
Auto Zoom | If Enabled, camera will be zoomed if | |
FOV | Sets the Field of View in degrees (only visible when Orthogonal is disabled) | |
Type | Fixed | Camera follows the target object from a fixed distance. It will not rotate with the target object |
Follow Behind | Camera follows the target object from a fixed distance and will rotate with the target on only the Y axis to keep it's position behind | |
Look At | Camera stays in place while turning to look at the target object | |
Keep Behind | Camera follows the target object from a fixed distance and will rotate with the target object on all axis to keep it's position behind | |
Look Ahead Distance | Offset from the camera relative to the target | |
Turning Smooth | Angular smoothing for the camera | |
Movement Smooth | Movement smoothing for the camera | |
Follow Mul Up | Camera’s dampening for upward movement while following the target | |
Limit X / Y / Z Min / Max | Determines the limited movement range for the camera, when Limit X / Y / Z-Axis is enabled | |
Angle Offset (yaw) | Sets an offset to the camera in the form of a Y-Axis rotation. Only works when the Target is set | |
Angle Offset (pitch) | Sets an offset to the camera in the form of a X-Axis rotation. Only works when the Target is set | |
Listener Offset | Offsets a listener attached to the camera that determines the volume of 3D sounds in the game world. A positive value moves the listener into the view range making 3D sounds effects sound closer. | |
Near Plane Distance | Objects that are very close to the camera will turn invisible so the camera can see through them. This setting determines how close objects can get before this happens. |