CameraProps
Extends
Section titled “Extends”Partial<CameraKnobs>
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. |
distance? |
number |
undefined |
Metres from her the eye starts at, within the zoom’s stops; the wheel moves it from there. Left out, the eye starts where the last scene’s camera stood, within the stops, or the preset’s start. |
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. |
follow? |
ViewTarget | null |
CameraTarget.ViewTarget |
What the camera keeps in frame: the player unless told otherwise; null is a free orbit the player drags, for a menu. |
freeCursorKey? |
string |
undefined |
The key, as a KeyboardEvent.code such as "AltLeft", that frees the cursor while the player holds it, so she can click the HUD without leaving play, as an MMO’s cursor key does; letting it go takes the lock back. A hold rather than a toggle: letting go can never leave her stuck with a free cursor in a shooter. A game that wants a toggle calls useFreeCursor from its own key. Windowed Firefox grants no lock without a click, so there the menu’s Play takes it back. No key unless set, and no preset sets one. |
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. |
pitch? |
number |
undefined |
Degrees the eye starts looking down, negative up, within the tilt’s stops. Left out, the eye keeps the tilt the last scene’s camera left, or the preset’s start. |
pivotRise? |
number |
0 |
Metres above her eyes the aim rises while the lock is on. |
preset? |
CameraPreset |
CameraPreset.Default |
The knobs a knob left out takes. |
rememberFraming? |
boolean |
false: each load starts behind her |
Keeps where the player left the camera on this device, under the game’s name, and puts it back as the camera mounts: its turn, tilt and distance. A view setting, never part of the player’s save. |
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. |