camera_zone_2d

2D: a camera room. While the camera's followed object is inside the box, the camera stays inside it (hard edges) and uses the room's view height, deadzone and look-ahead if set. Higher priority wins where rooms overlap. Room changes blend over blend seconds without ever showing outside the two rooms. Scripts: game.cameraRoom, onMessage "camera_room".

In scene text

camera_zone_2d { size (0, 1, 0)  offset (0, 1, 0)  priority 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 8

FieldTypeUnit / rangeWhat it does
size(x, y, z)unitsThe room (width, height), centred on the position.
offset(x, y, z)unitsMoves the room from the position.
prioritynumber-1000 … 1000Where rooms overlap the highest wins (equal: the current one stays).
view_heightnumberunits, 0 … 100000The view height inside the room (0: the camera's).
deadzone(x, y, z)unitsThe follow deadzone inside the room ((0, 0, 0): the camera's).
look_aheadnumberunits, -1 … 10000Look-ahead inside the room (-1: the camera's).
blendnumbers, 0 … 10Seconds to move into this room from the last (0 cuts).
enabledtrue / false—Off: ignored (scripts open and close rooms).
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