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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”.

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