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Work in progress. These docs describe Spawnite at launch, and some parts are still being built.

CameraKnobs

What a preset sets, and a prop lays over it.

Property Type Default value Description
bodyNearEye BodyNearEye BodyNearEye.Fade What the camera does with her body when the eye comes within 0.35 m of it: fade her through a dither and keep her shadow, hide her, or leave her drawn.
clickToWalk boolean undefined Whether a click on the ground walks her there.
eyeHeightFraction number 0.78 How far up her height the aim sits when the eye is at the near stop, as a fraction of her measured height, so one value frames every avatar alike; far out, the aim slides to her middle.
fieldOfView number 80, and 102 in the shooter preset Degrees the camera sees across a 16:9 screen, until the player sets their own Field of view. A wider screen keeps that height and sees more at the sides; a screen held upright sees the figure top to bottom at 9:16.
firstPerson boolean undefined Whether a wheel notch in at the near stop puts the eye in her head.
firstPersonMaxPolarAngle number MathUtils.degToRad(179), 89 degrees up maxPolarAngle in first person, where the eye looks further up. Short of 180: at the pole the eye’s sideways direction is undefined and a turn spins the view.
firstPersonMinPolarAngle number MathUtils.degToRad(1), 89 degrees down minPolarAngle in first person, where the eye looks further down with no body below it to frame.
fixedFieldOfView boolean undefined Whether the camera keeps fieldOfView whatever the player sets, for a design that needs one lens. Leave it off where you can: a view that suits the player’s screen and how far they sit from it eases motion sickness, which is why the accessibility guidelines ask for the setting.
lockToggle boolean undefined Whether Shift turns the lock on and off.
lookSpeed number (2 * Math.PI) / 1600 Radians a pixel of mouse travel turns the camera while the cursor is captured, before the player’s mouse sensitivity multiplies it.
maxDistance number 9 The farthest the wheel takes the eye, in metres.
maxFieldOfView number 120 The widest the player’s Field of view goes in this game.
maxPolarAngle number MathUtils.degToRad(170), 80 degrees up The lowest the eye drops below her, in radians from straight up: 90 degrees plus how far up the player may look. A smaller value is a tighter stop, such as MathUtils.degToRad(90 + 60) for 60 up.
minDistance number 0.7 The nearest the wheel brings the eye in third person, in metres.
minFieldOfView number 60 The narrowest the player’s Field of view goes in this game.
minPolarAngle number MathUtils.degToRad(10), 80 degrees down The highest the eye rises above her, in radians from straight up: 90 degrees less how far down the player may look. A larger value is a tighter stop.
pivotRise number 0 Metres above her eyes the aim rises while the lock is on.
shoulderOffset number 0.49 Metres right of her the aim moves while the lock is on, so the middle of the screen clears her; negative is her left.
startLocked boolean undefined Whether the lock is on from the start: the cursor is captured from the first click on Play.