Table of Contents

Editor Camera

This article describes how to use the editor camera.

Camera Controls

In the following LMB refers to the left mouse button, RMB to the right mouse button and MMB to the middle mouse button.

Perspective Views

  • LMB: Move forwards/backwards and sideways

  • MMB: Move in the ground plane

  • Wheel: Move forwards/backwards

  • RMB: Activate fly camera and look around

    • WASD: Fly around
    • Q and E: Fly straight up or down
    • SHIFT: Move faster
  • LMB and RMB: Pan

  • CTRL + Wheel: Change the camera's movement speed. This can also be changed using the Camera Speed slider in the toolbar.

  • C: Move the camera to the pointed at position

  • F: Frame the currently selected objects

    • Pressing F once will only pan the camera towards the selected objects
    • Pressing F a second time will additionally zoom in on them
  • SHIFT + F: Same as F but frames the object in all views simultaneously

    • This can also be triggered by double-clicking an item in the Scenegraph
  • ALT + LMB: Orbit around the last framed object

  • ALT + RMB: Dolly (same as move forwards/backwards just with inverted mouse)

  • ALT + MMB: Pan (inverted)

  • Context menu > Align Camera with Object: Orients the camera with the selected object

Orthographic Views

  • RMB: Pan the selected view

  • Wheel: Zoom

  • F and SHIFT + F: Frame object, same as in perspective view

Show/Hide Objects

To temporarily focus on certain objects, it is possible to make objects invisible.

  • H: Hide the selected objects
  • CTRL + H: Show all hidden objects
  • SHIFT + H: Hide all objects that are not selected

Note that 'hide unselected' may hide lighting nodes, which can turn your level very dark. You can either activate ambient lighting in your scene, or switch the render mode to 'Diffuse Color', if necessary.

The hidden state of objects is not saved in the scene. Also Play-the-Game mode and ezPlayer always show all objects. Similarly, the hidden state only excludes objects from rendering, not from simulation.

Favorite Cameras

You can store up to ten favorite editor camera positions using CTRL + 0-9. You can then jump back to that position by pressing the respective number key.

These camera positions are saved per user, per scene. If you open the editor on the same computer at a later time, the camera positions are available again. They are not saved with the project, though, so you cannot share these positions with others. Use level cameras for that.

The favorite camera actions can also be found in the menu Scene > Favorite Cameras > ...

Level Cameras

If you have a camera component in your scene, you can assign it a shortcut number in its properties. You can then jump to that location using ALT + 0-9. If multiple camera components use the same number, it is undefined to which one the editor camera will move. Moving the editor camera to a camera component does not change the selected object.

You can also create a camera component in the scene at the current editor camera location and assign it a shortcut, by pressing CTRL + ALT + 0-9.

Since level cameras are simply objects in the scene, they will be saved in the scene and therefore are shared with others. This can be used both for game play relevant cameras, as well as to just save some useful locations. Camera components that are not actively used for rendering, have no performance impact.

The level camera actions can also be found in the menu Scene > Favorite Cameras > ...

Field of View

The editor camera uses a fixed field of view (FOV). The FOV can be changed in the preferences.



See Also