CameraKnobs
What a preset sets, and a prop lays over it.
Properties
Section titled “Properties”| 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. |