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 CameraCamera
Cameranot set|Targetnot set|Speed5.0
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.
PhasesEvery FramePhysics
Get Screen Position
Every Frame
Get Screen PositionCamera
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.
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.
PhasesStartEvery FramePhysicsEnd
Set Field Of View
Start
Set Field Of ViewCamera
Cameranot set|FOV75.0|Speed0.0
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.
PhasesStartEvery FramePhysics
Shake Camera
Start
Shake CameraCamera
Cameranot set|Strength8.0|Duration0.3|→ 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.
PhasesStartEvery FramePhysics
Use This Camera
Start
Use This CameraCamera
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.
PhasesStartEvery FramePhysicsEnd
Zoom Camera
Start
Zoom CameraCamera
Cameranot set|Zoom1.0|Speed0.0
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.