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
| Field | Type | Unit / range | What it does |
|---|---|---|---|
size | (x, y, z) | units | The room (width, height), centred on the position. |
offset | (x, y, z) | units | Moves the room from the position. |
priority | number | -1000 … 1000 | Where rooms overlap the highest wins (equal: the current one stays). |
view_height | number | units, 0 … 100000 | The view height inside the room (0: the camera's). |
deadzone | (x, y, z) | units | The follow deadzone inside the room ((0, 0, 0): the camera's). |
look_ahead | number | units, -1 … 10000 | Look-ahead inside the room (-1: the camera's). |
blend | number | s, 0 … 10 | Seconds to move into this room from the last (0 cuts). |
enabled | true / false | — | Off: ignored (scripts open and close rooms). |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us