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Camera

Camera nodes for viewing your 3D scenes. Choose between orthographic (2D/UI), perspective (3D), or screen space rendering.


FPS Controller

Source

Stateful fly-through camera controller. WASD movement, mouse look. Outputs camera transform.

Inputs:

NameTypeDefaultDescription
position3D Vector(0.00, 0.00, 5.00)Initial camera position in world space
sensitivityNumber0.50Mouse look speed multiplier
moveSpeedNumber3.00WASD movement speed in units per second

Outputs:

NameTypeDescription
transformTransform MatrixCamera world transform — connect to a camera’s transform input

Related: Look At, Orbit Controller, Orthographic Camera, Perspective Camera, Screen Space Camera


Look At

Source

Create transform that points from eye position toward target.

Inputs:

NameTypeDefaultDescription
eye3D Vector(0.00, 0.00, 5.00)Camera position in world space
target3D Vector(0.00, 0.00, 0.00)Point the camera looks at
up3D Vector(0.00, 1.00, 0.00)Which direction is up — usually (0, 1, 0)

Outputs:

NameTypeDescription
transformTransform MatrixWorld transform matrix — connect to a camera’s transform input

Look At

Related: FPS Controller, Orbit Controller, Orthographic Camera, Perspective Camera, Screen Space Camera


Orbit Controller

Source

Stateful orbit camera controller. Reads viewport input, outputs eye position for LookAt node.

Inputs:

NameTypeDefaultDescription
target3D Vector(0.00, 0.00, 0.00)Point to orbit around
distanceNumber5.00Initial distance from target — scroll wheel adjusts at runtime
sensitivityNumber0.50How fast the camera responds to mouse/touch input

Outputs:

NameTypeDescription
eye3D VectorComputed camera position — connect to Look At’s eye input

Related: FPS Controller, Look At, Orthographic Camera, Perspective Camera, Screen Space Camera


Orthographic Camera

Source

Parallel projection camera. No perspective distortion, ideal for 2D/UI.

Inputs:

NameTypeDefaultDescription
viewport2D Vector(800.00, 600.00)Render resolution — usually auto-bound to screen size
viewHeightNumber10.00How many world units fit vertically — smaller = more zoomed in
transformTransform MatrixidentityCamera position and orientation from a Look At or Transform node

Outputs:

NameTypeDescription
cameraTransform MatrixCombined view-projection matrix

Orthographic Camera

Related: FPS Controller, Look At, Orbit Controller, Perspective Camera, Screen Space Camera


Perspective Camera

Source

3D perspective camera with FOV. Objects shrink with distance.

Inputs:

NameTypeDefaultDescription
viewport2D Vector(800.00, 600.00)Render resolution (auto-bound to screen size)
fovNumber60.00Vertical field of view in degrees (1–179)
nearNumber0.10Near clipping plane distance
farNumber100.00Far clipping plane distance
transformTransform MatrixidentityCamera world transform (position and orientation)

Outputs:

NameTypeDescription
cameraTransform MatrixCombined view-projection matrix

Perspective Camera

Related: FPS Controller, Look At, Orbit Controller, Orthographic Camera, Screen Space Camera


Screen Space Camera

Source

Pixel coordinates camera. Origin at top-left, ideal for UI/HUD.

Inputs:

NameTypeDefaultDescription
viewport2D Vector(800.00, 600.00)Render resolution — usually auto-bound to screen size

Outputs:

NameTypeDescription
cameraTransform MatrixProjection matrix mapping pixel coordinates to clip space

Screen Space Camera

Related: FPS Controller, Look At, Orbit Controller, Orthographic Camera, Perspective Camera


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