camera_rig
A third-person camera on the character: over one shoulder, never inside a wall (swept as a ball, pulled in at once, easing back out), shoulder swap and first/third-person switch on keys, each change blended. Without it the character keeps its built-in camera.
In scene text
camera_rig { shoulder "…" side 1 height 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 10
| Field | Type | Unit / range | What it does |
|---|---|---|---|
shoulder | text | — | "right", "left" or "center": the shoulder it looks over at the start. |
side | number | m, 0 … 3 | From the body's middle out to the pivot over the shoulder. |
height | number | 0 … 2 | The pivot's height as a share of the character's height (0.85: the shoulders; crouching lowers it). |
arm | number | m, 0 … 30 | From the pivot back to the camera when nothing is in the way. |
radius | number | m, 0 … 2 | The camera's size for collision: swept as a ball this big, so its near plane (0.1 m) never reaches a wall. Keep it at 0.16 or more. |
blend | number | s, 0 … 5 | How long a shoulder swap or a view switch takes. |
swap_key | text | — | The key that swaps shoulders ("Q"); empty: none. |
view_key | text | — | The key that switches between first and third person ("V"); empty: none. |
return_speed | number | m/s, 0.1 … 100 | How fast the arm eases back out after a wall pulled it in. |
fov | number | deg, 0 … 170 | Vertical field of view; 0 keeps the scene's camera_look. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us