1 runtime camera arrival and cutscene overrides
forgejo-actions edited this page 2026-07-11 12:38:13 +00:00

Runtime Camera, Arrival, And Cutscene Overrides

Runtime camera behavior owns initial scene arrival framing, follow policy, zoom clamps, cutscene targets, and feedback such as shake. It is shared enough that editor preview, local playtest, and standalone must agree on the same camera rules.

Purpose

Use this page when a player arrives off-center, camera zoom differs by mode, a cutscene points at the wrong target, or action cues create unexpected camera feedback.

Camera Ownership By Mode

Editor preview can expose author controls. Local playtest and standalone should seed from exported or user preferences. Runtime gameplay should respect the active camera rig policy and avoid editor-only overrides.

Arrival Placement

Scene arrival uses entry points, selected tiles, transfer targets, or spawn placement to position player and camera. Arrival logic should run before follow smoothing hides a bad starting position.

Follow, Bounds, And Zoom

The main camera follows the active player or target, clamps to scene bounds where appropriate, and applies zoom limits from runtime settings. If zoom differs by shell, compare exported settings and user preferences.

Cutscene Targets

Cutscene camera targets can point at world positions, tiles, actors, NPCs, mobs, or authored scene anchors. Missing target resolution should produce diagnostics instead of silently falling back to a random position.

Shake And Action Cues

Combat, triggers, and cutscenes can emit camera feedback. Keep cue generation separate from camera state ownership so an effect can be previewed without taking permanent control of the camera.

Debugging

Inspect arrival source, active rig policy, bounds, zoom settings, current override owner, and the latest action cue. If the camera never returns to follow mode, inspect cutscene cleanup.