public struct CameraTargetsWhat a shot follows and what it looks at.
No guide page documents this yet — the page shows what the code says about itself.
As a component
- Size
- 32 bytes — 372 rows in a 16 KB chunk, alone on the archetype
Remarks
Two targets, because they are two questions. A third-person camera follows the player and looks at a point above their head; a boss-fight camera follows a fixed rail and looks at the boss; a security camera follows nothing and looks at whoever walks in. Body stages read Follow and aim stages read LookAt, and Both is the common case where they are the same entity.
⚠ Not [DataContract], so a scene cannot author it. An entity handle names a slot in the world that issued it and means nothing in another one — the line PhysicsBody is already on. A level therefore places its shots, their priorities and their lenses, and something running in the world wires up what they point at. That is where most games put it anyway, because the thing being followed is usually spawned; the case it costs is a cutscene camera framing a prop that the same scene placed, and undoing that needs entity references in the compiled scene format, which do not exist yet.
Fields and properties (2)
Methods (1)
public static CameraTargets Both(Entity entity)Both targets, set to the same entity.
Used by (10)
- CameraDirectorTestsVixen.Engine.Tests
- PlayerAllocationTestsVixen.Engine.Tests
- PossessionSystemVixen.Engine
- PossessionTestsVixen.Engine.Tests
- RigVixen.Engine.Tests
- TrackedDollyTestsVixen.Engine.Tests
- TypeRegistrationVixen.Engine
- VirtualCameraSystemVixen.Engine
- VirtualCameraTestsVixen.Engine.Tests
- VirtualCamerasVixen.Engine