Every scene must have a Camera. It can be static or follow a target, or it can be moved with other nodes. If there are many cameras, only one will be active at a time.
In the editor the camera has a cone visualization which represents the field of view. The triangle on the cone points to the top of the frame. This helps you to estimate where the camera is looking without playtesting or resetting the editor view.
The Reset View and Set Camera options found in the Quick Menu are dependent on the currently enabled camera.
Reset View | Reset the view to the default of the active camera |
Set Camera | Fix the active camera to the current view in the editor |
Target | Set a target object with a link and the camera will follow it. See the Type options to learn about different following styles | |
Enabled | Determines if the camera is active. Only one Camera node can be enabled at a time. Enabling a new Camera will automatically disable a previously active one | |
Limit X / Y / Z-Axis | When toggled on, it is possible to limit the movement of the camera on each axis. See parameter X/Y/Z Min/Max for details | |
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. Often used with 2D games or grid-based games such as puzzles | |
Orthogonal Size | Set the size of the orthogonal frame (only visible when Orthogonal is enabled) | |
Auto Zoom | If Enabled, prevents the Camera from ending up inside physical obstacles like walls when following a target in fixed mode | |
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 and angle |
Follow Behind | Camera stays behind the target at a fixed distance and moves with it. | |
Look At | Camera stays in place and turns to follow the target | |
Keep Behind | Camera behaves as if it was glued to the target: follows it from behind and rotates with it | |
Look Ahead Distance | Adds an offset which is relative to the target of the Camera | |
Turning Smooth | Adds smoothing to the rotation of the Camera | |
Movement Smooth | Adds smoothing to the movement of the Camera | |
Follow Mul Up | Adds dampening to the upward movement of the Camera when it's following a target | |
Limit X / Y / Z Min / Max | These parameters determine the allowed movement range for the Camera, when Limit X / Y / Z-Axis is enabled | |
Angle Offset (yaw) | Adds an offset to the camera in the form of a Y-Axis rotation. Only works if there's a Target | |
Angle Offset (pitch) | Adds an offset to the camera in the form of a X-Axis rotation. Only works if there's a Target | |
Listener Offset | The Camera has an attached listener which determines the volume of 3D sounds in the game world. This parameter adds an offset to the listener. A positive value moves the listener into the view range, making 3D sound effects appear to be closer | |
Near Plane Distance | Objects that are very close to the camera will turn invisible so that the Camera can see through them. This parameter determines how close objects can get before this happens |