Camera
Settings → Camera controls room-wide camera states. A camera state is a named view style that you choose under Current Camera State. This is different from a placed Camera item, which is an in-world viewpoint for its own tool workflow.
Create and choose a state
- Open Settings, then Camera.
- Choose Camera States and add a clearly named state.
- Open the state, choose Set Camera Mode, and adjust the matching fields.
- Choose the state under Current Camera State when it should be active.
- Walk the intended player route before treating the view as finished.
A new state starts in Fixed Angle. Name it by player purpose, such as “lobby” or “side course,” rather than by creation order.
Set Camera Mode
Fixed Angle
Fixed Angle keeps the camera at a configurable position relative to the player.
| Field | Range | What it changes |
|---|---|---|
| Distance | -50–50 | Distance from the player. |
| Field Of View | 1–130 | How wide the player can see. |
| Height | -50–50 | Vertical camera offset. |
| Right | -10–10 | Horizontal offset. |
| Angle X | -360–360 | Vertical camera angle. |
| Angle Y | -360–360 | Horizontal camera angle. |
Fixed Point
Fixed Point uses a placed camera point in the room.
| Field | What it changes |
|---|---|
| Field Of View | How wide the player can see from the point. |
| Look at Player | Whether the view tracks the player. |
| Set Camera Point | Enters free camera so you can position the point. Press Enter to save it. |
When you choose Set Camera Point, move the free camera to the intended view, then press Enter to save that point and return to the previous camera state.
Example: a side-view challenge
- Create a state called “side course.”
- Choose Fixed Point and set the point so the whole lane is visible.
- Set Field Of View narrow enough that jumps remain readable.
- Walk through the course as a player and move the point if an object hides a landing area.
- Re-test after changing Movement, because speed and jump behavior affect which angles are comfortable to play.
