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CameraRigOptions

Defined in: packages/engine/src/components/Camera.tsx:162

What useCamera takes. A setting left out keeps the engine’s value.

Property Type Default value Description
eyeHeightFraction? number 0.78 How far up her height the aim sits when the eye is close.
follow? Player | null CameraTarget.Player What the camera keeps in frame: the player unless told otherwise; null is a free orbit the player drags, for a menu.
fov? number 50 Degrees the lens sees top to bottom.
latch? boolean false Whether the steer is read in the azimuth a push began at, held until the stick lets go or turns past latchTurn, rather than the live one. A camera that turns toward her on its own needs it, or it spirals (see the top of this file).
maxDistance? number 9 The farthest the wheel takes the eye, in metres.
maxPolarAngle? number MathUtils.degToRad(140) The lowest the drag drops the eye, in radians from straight up.
minDistance? number 0.7 The nearest the wheel brings the eye, in metres.
minPolarAngle? number MathUtils.degToRad(30) The highest the drag lifts the eye, in radians from straight up.
settle? boolean true Whether the eye settles in front of what stands between it and the aim. A side view keeps its distance instead, as Unreal’s side-scroller turns its spring arm’s collision test off.
through? ComponentIdentity undefined The component the devtools row is called: the game’s own, where it spreads the rig onto controls of its own.
tuning? Partial<CameraTuning> undefined The settings only this rig reads, shown on its Settings leaf.