Camera Actions
Built-in authoring reference for Mercury 1.0.1. All actions.
Add Camera Rotation
Adds an amount to the current camera rotation while the UI stays upright — use 360 (or more) for full spins.
Reference key: cameraRotateBy.
Editor category: Camera > Camera Movement.
Example: On grabbing the star, Add Camera Rotation 360 over 0.8 seconds for a victory spin.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Degrees | number | No | How far to turn from here; positive is counter-clockwise. 360 is a full spin. Default: 90. |
| Seconds | number | Yes | 0 snaps instantly. Default: 0.6. |
| Ease | enum | Yes | Choose one of the listed options. Choices: smooth, linear. Default: “smooth”. |
Camera Flash
Flashes one camera view with a transient color veil that fades from opaque to clear. Accessibility settings may suppress unsafe flashes.
Reference key: cameraFlash.
Editor category: Camera > Camera Effects.
Example: On taking damage, Camera Flash #ff4444 for 0.2s.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Color | color | Yes | Text value; some actions also accept $global names. Default: “#ffffff”. |
| Seconds | number | Yes | Number value; decimals are allowed. Default: 0.25. |
| View | text | Yes | Blank targets This Camera when used by Camera Logic, otherwise the main View. A View name or player-view number flashes only that split-screen View; “all” hits every View. |
| Applies To | enum | Yes | World flashes the game world only; Screen UI (the HUD) stays clear. Screen flashes the whole screen, Screen UI included. Choices: world, screen. Default: “world”. |
Camera Pan To
Glides the camera to a point over time (stop following first for a hands-off cutscene camera).
Reference key: cameraPanTo.
Editor category: Camera > Camera Movement.
Example: Pan to the treasure chest over 0.8s before it sparkles.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Position Relative To | enum | Yes | World uses absolute scene coordinates. Object uses local offsets from the acting Object. Coordinate uses local offsets from a named Coordinate. Bounding Box uses local offsets from a selected Transform bounding-box anchor. Choices: world, object, coordinate, boundingBox. Default: “world”. |
| Coordinate | text | Yes | A named Coordinate on the acting Object. Used only when Position Relative To is Coordinate. |
| Bounding Box Anchor | enum | Yes | A point on the acting Object’s Transform bounding box. Used only when Position Relative To is Bounding Box. Choices: center, top, bottom, left, right, topLeft, topRight, bottomLeft, bottomRight. Default: “center”. |
| X | number | No | Number value; decimals are allowed. |
| Y | number | No | Number value; decimals are allowed. |
| Seconds | number | Yes | Number value; decimals are allowed. Default: 0.6. |
| Ease | enum | Yes | Choose one of the listed options. Choices: smooth, linear. Default: “smooth”. |
| View | text | Yes | Blank targets This Camera when used by Camera Logic, otherwise the main View. A View name or player-view number targets that split-screen View; “all” hits every View. |
Camera Shake
Shakes the camera — impacts, explosions, spells.
Reference key: cameraShake.
Editor category: Camera > Camera Effects.
Example: On boss stomp, Camera Shake 0.02 for 0.4s.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Intensity | number | No | 0..1 of the screen size — 0.01 is a rumble, 0.05 an earthquake. Default: 0.01. |
| Seconds | number | Yes | Number value; decimals are allowed. Default: 0.3. |
| View | text | Yes | Blank targets This Camera when used by Camera Logic, otherwise the main View. A View name or player-view number targets that split-screen View; “all” shakes every View. |
Camera Zoom To
Zooms the camera smoothly to a factor.
Reference key: cameraZoomTo.
Editor category: Camera > Camera Movement.
Example: Zoom to 1.5 during a dramatic dialogue beat, back to 1 after.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Zoom | number | No | 1 is normal; 2 doubles; 0.5 zooms out. Default: 1. |
| Seconds | number | Yes | Number value; decimals are allowed. Default: 0.4. |
| View | text | Yes | Blank targets This Camera when used by Camera Logic, otherwise the main View. A View name or player-view number targets that split-screen View; “all” hits every View. |
Change Bloom Property
Changes exactly one WebGL camera-bloom property while preserving every unrelated bloom setting.
Reference key: setBloomProperty.
Editor category: Camera > Camera Effects.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | Choose one of the listed options. Choices: enabled, strength, radius. Default: “enabled”. |
| Value | mixed | No | The one new bloom value. Enabled accepts true/false; Strength and Radius accept non-negative numeric expressions. Shown when Property has a selection. |
Change Camera Follow Property
Changes exactly one retained camera-follow property while preserving every unrelated follow setting.
Reference key: setCameraFollowProperty.
Editor category: Camera > Camera Views.
Example: Set Target to the player, tune Smoothness and Horizontal Look Ahead separately, then set Enabled to true.
Choose the target instance with the Action’s Applies To field.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | The one retained camera-follow property to change. Target accepts an Object name; blank uses this instance. Choices: enabled, target, smoothness, offset x, offset y, follow horizontal, follow vertical, horizontal look ahead, vertical look ahead, look ahead time, dead zone width, dead zone height, stabilize landings. Default: “enabled”. |
| Value | mixed | No | The new value. Smoothness is 0..1; distances use meters; Enabled, Follow Horizontal, Follow Vertical, and Stabilize Landings accept true/false. Default: true. Shown when Property has a selection. |
| View | text | Yes | Blank targets This Camera when used by Camera Logic, otherwise the main View. A View name or player-view number (2-8) targets that split-screen View; “all” hits every View. |
Change Screen Tint Property
Changes exactly one persistent screen-tint property while preserving every unrelated tint setting.
Reference key: setScreenTintProperty.
Editor category: Camera > Camera Effects.
Example: Set Color to #0a1440, Strength to 0.45, Blend to multiply, then Enabled to true as four independent actions.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | The one persistent whole-world tint property to change. Enabled state is independent from its visual tuning. Choices: enabled, color, strength, blend. Default: “enabled”. |
| Value | mixed | No | The new value. Enabled accepts true/false; Color accepts a color; Strength accepts 0–1; Blend accepts normal, multiply, or add. Default: true. Shown when Property has a selection. |
| Seconds | number | Yes | Fades the resulting tint opacity over this many seconds. Enabled off preserves Color, Strength, and Blend for later use. Default: 0. |
Change Split Screen Property
Changes exactly one split-screen layout, follow, or divider property while preserving every unrelated view setting.
Reference key: setSplitScreenProperty.
Editor category: Camera > Camera Views.
Example: Change Layout to quad, then bind View 2 Follows to Player2 and change Divider Color to #ffffff as separate actions.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Property | enum | No | The one split-screen setting to change. Follow properties bind one numbered player view without retuning the other views. Choices: layout, view 2 follows, view 3 follows, view 4 follows, divider width, divider color. Default: “layout”. |
| Value | mixed | No | The new value. Layout accepts single, left-right, top-bottom, three, or quad; follow properties accept an Object name; Divider Width accepts pixels; Divider Color accepts a color. Default: “left-right”. Shown when Property has a selection. |
Control Camera Veil
Fades one camera-local color veil out to a held cover or back in to a clear view. Camera Flash is a separate transient effect; Go to Scene owns transfer fades.
Reference key: cameraFade.
Editor category: Camera > Camera Effects.
Example: Fade Out while the hero sleeps, then Fade In when morning arrives.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Operation | enum | No | Fade Out covers the view and holds the veil; Fade In clears that held veil. Use Camera Flash for a transient pulse. Choices: fade out, fade in. Default: “fade out”. |
| Color | color | Yes | Blank uses black. |
| Seconds | number | Yes | Blank uses 0.4 seconds. |
| View | text | Yes | Blank targets This Camera when used by Camera Logic, otherwise the main View. A View name or player-view number fades only that split-screen View; “all” hits every View. |
| Applies To | enum | Yes | World veils the game world only; Screen UI (the HUD) stays clear. Screen veils the whole screen, Screen UI included. Choices: world, screen. Default: “world”. |
Set Camera Auto-Scroll Velocity
Moves the Camera independently every simulation step. Setting both speeds to zero stops it.
Reference key: setCameraAutoScrollVelocity.
Editor category: Camera > Camera Movement.
Example: On Scene Start, set Horizontal Speed to 32 for a steadily advancing stage.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Horizontal Speed | number | No | World units per second. Positive moves the Camera right. Default: 0. |
| Vertical Speed | number | No | World units per second. Positive moves the Camera up. Default: 0. |
| View | text | Yes | Blank targets This Camera when used by Camera Logic, otherwise the main View. A View name or “all” overrides that target. |
Set Camera Rotation
Turns the camera to one exact angle while the UI stays upright. Use Add Camera Rotation for a relative turn.
Reference key: cameraRotateTo.
Editor category: Camera > Camera Movement.
Example: Set Camera Rotation to 180 degrees for a mirror world.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Angle | number | No | Degrees. 0 is upright; positive rotates counter-clockwise. Default: 0. |
| Seconds | number | Yes | 0 snaps instantly. Default: 0.6. |
| Spin | enum | Yes | Which way to travel to the angle. Choices: shortest, clockwise, counter-clockwise. Default: “shortest”. |
| Ease | enum | Yes | Choose one of the listed options. Choices: smooth, linear. Default: “smooth”. |
Switch Camera
Cuts a 3D Scene to another of its authored Cameras — its framing, lens, clip planes, follow target and player control all take over at once. Author a boss-intro or security camera beside the main one and cut to it on cue.
Reference key: cameraSwitch.
Editor category: Camera > Camera Views.
Example: On entering the throne room, Switch Camera to [Throne Wide], and back to [Main Camera] when the door closes.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| Camera | text | No | The Camera’s name, from the 3D Scene editor’s Cameras panel. |
View On/Off
Turns one of the scene’s views on or off at runtime (the last visible view never turns off). A view the scene starts with DISABLED becomes live the first time it turns on — author hidden camera setups and reveal them on cue.
Reference key: viewEnable.
Editor category: Camera > Camera Views.
Example: Reaching the vista: View On/Off [Overview] on for the pan, off when it ends.
| Parameter | Type | Optional | Details |
|---|---|---|---|
| View | text | No | The view’s name or player-view number (the Scene Editor’s Views panel; a Minimap answers to its name). |
| Mode | enum | No | Choose one of the listed options. Choices: on, off. Default: “on”. |
Myth Engine Documentation
