Camera
Camera objects each have one required Camera component in 2D or 3D. Only Camera objects accept this component; ordinary Objects use their own component sets.
Configure Cameras in their Scene editor. The Cameras and Views guide covers 2D framing, screen rectangles and following a specific placement. Each enabled View chooses which Camera supplies its image.
Read the Defaults
The table starts from an empty Camera component at 32 pixels per meter. Its factory viewport is 20 × 15 meters. A new 2D Scene Camera instead uses your project’s reference size and world scale. At 640 × 360 pixels and 32 pixels per meter, that gives 20 × 11.25 meters.
Optional fields say Not stored when the empty component omits them. Scene initialization supplies further values. A new 3D Scene Camera starts with Pitch 52°, Yaw 0°, Dolly 14 meters and Orthographic Height 10 meters. Its depth of field and bloom start enabled.
Writable identifies fields exposed for Logic property writes. A No entry describes that API restriction; native Camera controls have their own authoring options. World lengths use meters, and rotations use degrees. Each View places its image on the game screen using a rectangle measured in logical pixels. See Coordinates for the public axes.
Framing and Following
Viewport Width and Height describe the visible 2D world area. Set the View’s screen rectangle separately, using logical pixels for both position and size. Follow Target names an Object resource. Parent Object binds one particular placement, including duplicated Objects. Later Logic writes to Follow Target can replace this active binding with a named resource.
3D Rig and Effects
Projection, clipping, rig, target and effect fields below describe 3D Cameras. Perspective uses Field of View. Orthographic projection uses Orthographic Height, with aspect and runtime zoom determining the visible area.
A placed 3D Camera gets its anchor from Transform. Target mode chooses how the rig interprets that placement: fixed supplies a look-at point, auto derives framing, and none places the eye there. The target coordinate rows describe the rig record. Author the placement through Transform; its public axes are converted into the rig’s coordinates.
The empty schema permits Field of View from 1° to 179°. Creating a 3D Scene Camera or initializing its rig narrows this range to 10° through 120°. Later runtime property writes have their own schema limits. Keep Far Plane greater than Near Plane.
Depth of field and bloom require a supported 3D rendering pipeline. Software rendering disables depth of field. Distance focus uses Focus Distance; follow focus tracks the framed target. Aperture is an f-stop setting.
Properties
| Property and path | Type | Factory default | Behavior | Writable |
|---|---|---|---|---|
| Enabled (enabled) | boolean | true | Runtime enabled flag. In 2D, Logic writes request matching View activation. A main-Camera fallback can remain active. This flag does not guarantee that 3D output stops. | Yes |
| Dimension (dimension) | text | “2d” | Camera dimension: 2d or 3d. Scene Camera records supply the dimension; this field is not writable through Logic. | No |
| Projection (projection) | text | “perspective” | 3D projection: perspective or orthographic. Orthographic framing uses Orthographic Height. | Yes |
| Field of View (fov) | number | 45 | Perspective field of view in degrees. Empty-schema limits are 1 to 179; Scene initialization and rig setup use 10 to 120. | Yes |
| Near Plane (near) | number | 0.1 | 3D near clipping distance in meters. Factory value: 0.1; schema minimum: 0.001. Runtime camera modes can adjust the effective near plane. | Yes |
| Far Plane (far) | number | 1000 | 3D far clipping distance in meters. Factory value: 1000; schema minimum: 0.002. Scene and runtime setup keep it beyond Near; horizon rendering can extend it. | Yes |
| Viewport Width (viewport.width) | number | 20 | Visible 2D world width in meters. The empty-schema value uses 640 pixels at 32 pixels per meter; Scene Camera initialization uses project settings. | Yes |
| Viewport Height (viewport.height) | number | 15 | Visible 2D world height in meters. The empty-schema value uses 480 pixels at 32 pixels per meter; Scene Camera initialization uses project settings. | Yes |
| Follow Target (follow) | text | “” | Named Object resource to follow. An empty string supplies no named target. Parent Object initially identifies one placement; a later Follow Target Logic write can replace that active follow target. | Yes |
| Smooth Follow (smooth) | boolean | true | Smooth or immediate following. An existing 2D follow state can keep its initial smoothing; the 3D authored rig reads changes live. Follow Actions can have their own smoothing settings. | Yes |
| Pitch (pitch) | number | Not stored; see behavior | Optional 3D pitch in degrees. New Scene Cameras start at 52; Scene normalization clamps it from -89 to 89. | No |
| Yaw (yaw) | number | Not stored; see behavior | Optional 3D yaw in degrees. New Scene Cameras start at 0. | No |
| Dolly (dolly) | number | Not stored; see behavior | 3D distance from the framed target in meters. New Scene Cameras start at 14; Scene and rig setup enforce a minimum of 2. | No |
| Orthographic Height (orthoHeight) | number | Not stored; see behavior | Vertical span in meters for orthographic 3D projection, before runtime zoom. New Scene Cameras start at 10; setup enforces a minimum of 0.01. | No |
| Target Mode (target.mode) | text | Not stored; see behavior | 3D target mode: auto, fixed, or none. Fixed uses the placement as a look-at anchor; auto derives framing; none uses the placement as the eye. | No |
| Target X (target.x) | number | Not stored; see behavior | Optional internal rig target X in meters. Native 3D placement conversion derives this from Transform X, rather than authoring this path directly. | No |
| Target Y (target.y) | number | Not stored; see behavior | Optional internal rig target height in meters. Native 3D placement conversion derives this from public Transform Z. | No |
| Target Z (target.z) | number | Not stored; see behavior | Optional internal rig target depth in meters. Native 3D placement conversion derives this from public Transform Y with the rig’s axis reflection. | No |
| Depth of Field (dof.enabled) | boolean | Not stored; see behavior | Requests 3D depth of field when its rendering pipeline supports it. New Scene Cameras start enabled; software rendering disables the effect. | No |
| Depth of Field Focus (dof.focus) | text | Not stored; see behavior | 3D focus selection. The distance mode uses Focus Distance; follow recomputes distance to the framed target. New Scene Cameras use follow. | No |
| Focus Distance (dof.distance) | number | Not stored; see behavior | 3D focus distance in meters for distance focus. New Scene Cameras start at 12; follow focus replaces it with the current target distance. | No |
| Aperture (dof.aperture) | number | Not stored; see behavior | 3D depth-of-field f-stop. New Scene Cameras start at 1.6; pipeline setup enforces a minimum of 0.5. Requires supported depth of field. | No |
| Bloom (bloom.enabled) | boolean | Not stored; see behavior | Requests bloom from the supported 3D rendering pipeline. New Scene Cameras start enabled; an absent empty-schema field does not mean off. | No |
| Bloom Strength (bloom.strength) | number | Not stored; see behavior | 3D bloom weight when the effect is enabled and supported. New Scene Cameras start at 0.35. | No |
| Bloom Threshold (bloom.threshold) | number | Not stored; see behavior | 3D bloom brightness threshold when the effect is enabled and supported. New Scene Cameras start at 0.65. | No |
Myth Engine Documentation
