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Camera actions

7 actions in the Camera category. Each block mirrors how the action appears in the editor's sidebar.

Follow With Camera

Every Frame
Follow With Camera Camera
Camera not set | Target not set | Speed 5.0

Glides a camera toward a node every frame, so it trails the target instead of snapping onto it. Works with a 2D and a 3D camera.

Input Type Default Description
Camera Node - The camera that moves, a 2D or a 3D one.
Target Node - The node the camera chases.
Speed float 5.0 How fast the camera catches up. A bigger value follows tighter.

Phases Every FramePhysics

Get Screen Position

Every Frame
Get Screen Position Camera
not set

Reads where a node shows up on the screen, in pixels. It is what a health bar, a name tag or an arrow marker needs to sit on top of something in the world.

Input Type Default Description
Node Node - The node to project onto the screen. Leave it empty to project this node.
Output Type Description
Result Vector2 Where to store the screen point, in pixels. A 3D node only reports a point while a camera is active.

Phases StartEvery FramePhysicsEnd

Set Camera Limits

Start
Set Camera Limits Camera
Camera not set | Min (-1000.0, -1000.0) | Max (1000.0, 1000.0)

Fences a 2D camera inside a rectangle so it stops at the edges of the level instead of showing the empty space around it.

Input Type Default Description
Camera Node - The 2D camera to fence in.
Min Vector2 (-1000.0, -1000.0) The top-left corner of the area the camera can reach.
Max Vector2 (1000.0, 1000.0) The bottom-right corner of the area the camera can reach.

Phases StartEvery FramePhysicsEnd

Set Field Of View

Start
Set Field Of View Camera
Camera not set | FOV 75.0 | Speed 0.0

Sets the field of view of a 3D camera in degrees, where a wider angle exaggerates speed and a narrower one looks zoomed in. On update or physics it can ease toward the value instead of snapping.

Input Type Default Description
Camera Node - The 3D camera to change.
FOV float 75.0 The field of view in degrees, around 75 for a normal view.
Speed float 0.0 How fast it eases toward the value on update or physics. Zero jumps straight to it.

Phases StartEvery FramePhysics

Shake Camera

Start
Shake Camera Camera
Camera not set | Strength 8.0 | Duration 0.3 | → Finished

Shakes a camera for a moment and settles it back, the punch a screen gets on a hit or an explosion. Wire Finished and the flow moves on by itself when it ends, with no timer of your own. On enter it plays once; on update or physics it starts again as soon as the last one ended, so it keeps repeating while the state runs. Leaving the state before it ends settles the camera back to center, so it never stays off to one side.

Input Type Default Description
Camera Node - The camera to shake, a 2D or a 3D one.
Strength float 8.0 How far the camera jumps at the start, in pixels on a 2D camera and in world units on a 3D one.
Duration float 0.3 How long the shake takes to fade back to zero, in seconds.
Branch Goes to
Finished Where to go when the animation ends. Leaving the state first cancels it, so it never fires late.

Phases StartEvery FramePhysics

Use This Camera

Start
Use This Camera Camera
not set

Makes a camera the one the player looks through, replacing whichever was active. Works with a 2D and a 3D camera.

Input Type Default Description
Camera Node - The camera to switch to, a 2D or a 3D one.

Phases StartEvery FramePhysicsEnd

Zoom Camera

Start
Zoom Camera Camera
Camera not set | Zoom 1.0 | Speed 0.0

Sets how close a 2D camera looks, where a bigger value gets closer. On update or physics it can ease toward the value instead of snapping.

Input Type Default Description
Camera Node - The 2D camera to zoom.
Zoom float 1.0 The zoom factor, where 1 is the normal view and 2 looks twice as close.
Speed float 0.0 How fast it eases toward the value on update or physics. Zero jumps straight to it.

Phases StartEvery FramePhysics