CameraRigOptions
Defined in: packages/engine/src/components/Camera.tsx:162
What useCamera takes. A setting left out keeps the engine’s value.
Extends
Section titled “Extends”CameraProps.Partial<CameraSettings>
Properties
Section titled “Properties”| 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. |