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

FieldTypeUnit / rangeWhat it does
shouldertext—"right", "left" or "center": the shoulder it looks over at the start.
sidenumberm, 0 … 3From the body's middle out to the pivot over the shoulder.
heightnumber0 … 2The pivot's height as a share of the character's height (0.85: the shoulders; crouching lowers it).
armnumberm, 0 … 30From the pivot back to the camera when nothing is in the way.
radiusnumberm, 0 … 2The 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.
blendnumbers, 0 … 5How long a shoulder swap or a view switch takes.
swap_keytext—The key that swaps shoulders ("Q"); empty: none.
view_keytext—The key that switches between first and third person ("V"); empty: none.
return_speednumberm/s, 0.1 … 100How fast the arm eases back out after a wall pulled it in.
fovnumberdeg, 0 … 170Vertical field of view; 0 keeps the scene's camera_look.
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