Camera
Vaelis 1.0.0 Camera component reference: fields, script API, behavior and examples.
#What it does
Orthographic 2D camera with reference resolutions, responsive scaling, follow, shake and optional pseudo-3D sprite depth scaling.
#How to add and use Camera
Editor path: Select the target entity in the Hierarchy (left side) → look at the Inspector (right side) → click Add Component at the bottom of the Inspector → search for Camera → click the component row. The Add Component picker is a centered modal with a search box; it only lists components not already attached.
For components with a dedicated editor tool, the tool is opened or activated from the location described below. Do not assume that adding the component alone activates its editor; some systems require a separate window, panel, or viewport tool.
#Component setup & editor tools
- Select the Camera entity → Inspector → Camera. The Camera gizmo appears in the Scene viewport. Mark the intended camera as Main and configure projection/scaling/aspect settings in the Inspector.
#What you should see after adding it
The component appears as its own section in the Inspector. Its serialized settings are listed in the Component data table below. If a field is conditional, it appears only when the relevant mode/type is selected. If a field is a runtime state field (for example grounded or resolved velocity), treat it as read-only diagnostic state unless the API reference explicitly documents it as writable.
#How to read the settings
For every setting below, the documentation distinguishes type, default, meaning, and tuning direction where behavior is known. When a value represents a direction, use the engine's coordinate convention documented in Coordinate system; do not substitute Unity/Godot conventions.
#Component data
| Field | Type | Purpose | Default |
|---|---|---|---|
backgroundColor | hex string | Background color. | #314D79 |
projection | string | Projection mode. | Orthographic |
size | number | Orthographic camera size. | 5 |
nearClip | number | Near clip. | 0.3 |
farClip | number | Far clip. | 1000 |
isMain | boolean | Whether this is the main camera. | false |
aspectMode | enum | Landscape | Portrait | Square | Custom. | Landscape |
landscapeWidth | number | Landscape reference width. | 960 |
landscapeHeight | number | Landscape reference height. | 540 |
portraitWidth | number | Portrait reference width. | 540 |
portraitHeight | number | Portrait reference height. | 960 |
squareSize | number | Square reference size. | 720 |
customWidth | number | Custom width. | 800 |
customHeight | number | Custom height. | 600 |
enablePseudo3D | boolean | Use Transform.z for sprite depth scaling. | false |
renderToSpriteEntityId | string | null | See the Inspector field of the same name. | null |
scalingMode | enum | Expand | Fit | Fill | Stretch. | Fit |
keepHeight | boolean | Axis choice used by Expand mode. | true |
aspectRatioLock | boolean | Lock aspect ratio. | true |
allowStretching | boolean | Allow distortion where applicable. | false |
letterboxing | enum | Auto | On | Off. | Auto |
pillarboxing | enum | Auto | On | Off. | Auto |
barColor | hex string | Letterbox/pillarbox color. | #000000 |
integerScaling | boolean | Use integer scaling. | false |
#Tuning behavior
These are the practical direction-of-change rules for the most important controls on this component.
| Setting | What changing it does |
|---|---|
size / zoom | For this 2D camera, larger effective view size shows more world; increasing zoom makes the scene appear smaller/farther, while reducing it magnifies the world. |
scalingMode | FIT preserves the reference aspect and uses bars when necessary; FILL crops to fill; STRETCH changes aspect; EXPAND keeps the reference height and reveals more/less horizontal world. |
integerScaling | When enabled, device-fit scale is constrained toward integer multiples to keep pixel-art rendering crisp. |
#Script API
| Member | Kind | Description |
|---|---|---|
zoom | Property | Camera zoom/scale control. |
backgroundColor | Property | Background color. |
shake(intensity,duration) | Method | Camera shake. |
follow(target, options) | Method | Follow an entity; options can include smoothing. |
stopFollow() | Method | Stop following. |
offsetX | Property | Follow/render X offset. |
offsetY | Property | Follow/render Y offset. |
renderToSprite(spriteEntity) | Method | Render camera output to a sprite target. |
aspectMode | Property | Landscape | Portrait | Square | Custom. |
landscapeWidth | Property | Landscape reference width. |
landscapeHeight | Property | Landscape reference height. |
portraitWidth | Property | Portrait reference width. |
portraitHeight | Property | Portrait reference height. |
squareSize | Property | Square reference size. |
customWidth | Property | Custom width. |
customHeight | Property | Custom height. |
enablePseudo3D | Property | Enable Transform.z-based sprite depth scaling. |
scalingMode | Property | Expand | Fit | Fill | Stretch. |
keepHeight | Property | Expand axis behavior. |
aspectRatioLock | Property | Aspect lock. |
allowStretching | Property | Allow stretching. |
letterboxing | Property | Auto | On | Off. |
pillarboxing | Property | Auto | On | Off. |
barColor | Property | Bar color. |
integerScaling | Property | Integer scaling. |
x | Property | Camera world-space X position (same as this.x on the camera entity). |
y | Property | Camera world-space Y position (same as this.y on the camera entity). |
#Examples
var cam = findFirst("Main Camera");cam.camera.follow(findFirst("Target"), { smoothing: 0.1 });