Camera
Camera nodes for viewing your 3D scenes. Choose between orthographic (2D/UI), perspective (3D), or screen space rendering.
FPS Controller
Stateful fly-through camera controller. WASD movement, mouse look. Outputs camera transform.
Inputs:
| Name | Type | Default | Description |
|---|---|---|---|
| position | 3D Vector | (0.00, 0.00, 5.00) | Initial camera position in world space |
| sensitivity | Number | 0.50 | Mouse look speed multiplier |
| moveSpeed | Number | 3.00 | WASD movement speed in units per second |
Outputs:
| Name | Type | Description |
|---|---|---|
| transform | Transform Matrix | Camera world transform — connect to a camera’s transform input |
Related: Look At, Orbit Controller, Orthographic Camera, Perspective Camera, Screen Space Camera
Look At
Create transform that points from eye position toward target.
Inputs:
| Name | Type | Default | Description |
|---|---|---|---|
| eye | 3D Vector | (0.00, 0.00, 5.00) | Camera position in world space |
| target | 3D Vector | (0.00, 0.00, 0.00) | Point the camera looks at |
| up | 3D Vector | (0.00, 1.00, 0.00) | Which direction is up — usually (0, 1, 0) |
Outputs:
| Name | Type | Description |
|---|---|---|
| transform | Transform Matrix | World transform matrix — connect to a camera’s transform input |

Related: FPS Controller, Orbit Controller, Orthographic Camera, Perspective Camera, Screen Space Camera
Orbit Controller
Stateful orbit camera controller. Reads viewport input, outputs eye position for LookAt node.
Inputs:
| Name | Type | Default | Description |
|---|---|---|---|
| target | 3D Vector | (0.00, 0.00, 0.00) | Point to orbit around |
| distance | Number | 5.00 | Initial distance from target — scroll wheel adjusts at runtime |
| sensitivity | Number | 0.50 | How fast the camera responds to mouse/touch input |
Outputs:
| Name | Type | Description |
|---|---|---|
| eye | 3D Vector | Computed camera position — connect to Look At’s eye input |
Related: FPS Controller, Look At, Orthographic Camera, Perspective Camera, Screen Space Camera
Orthographic Camera
Parallel projection camera. No perspective distortion, ideal for 2D/UI.
Inputs:
| Name | Type | Default | Description |
|---|---|---|---|
| viewport | 2D Vector | (800.00, 600.00) | Render resolution — usually auto-bound to screen size |
| viewHeight | Number | 10.00 | How many world units fit vertically — smaller = more zoomed in |
| transform | Transform Matrix | identity | Camera position and orientation from a Look At or Transform node |
Outputs:
| Name | Type | Description |
|---|---|---|
| camera | Transform Matrix | Combined view-projection matrix |

Related: FPS Controller, Look At, Orbit Controller, Perspective Camera, Screen Space Camera
Perspective Camera
3D perspective camera with FOV. Objects shrink with distance.
Inputs:
| Name | Type | Default | Description |
|---|---|---|---|
| viewport | 2D Vector | (800.00, 600.00) | Render resolution (auto-bound to screen size) |
| fov | Number | 60.00 | Vertical field of view in degrees (1–179) |
| near | Number | 0.10 | Near clipping plane distance |
| far | Number | 100.00 | Far clipping plane distance |
| transform | Transform Matrix | identity | Camera world transform (position and orientation) |
Outputs:
| Name | Type | Description |
|---|---|---|
| camera | Transform Matrix | Combined view-projection matrix |

Related: FPS Controller, Look At, Orbit Controller, Orthographic Camera, Screen Space Camera
Screen Space Camera
Pixel coordinates camera. Origin at top-left, ideal for UI/HUD.
Inputs:
| Name | Type | Default | Description |
|---|---|---|---|
| viewport | 2D Vector | (800.00, 600.00) | Render resolution — usually auto-bound to screen size |
Outputs:
| Name | Type | Description |
|---|---|---|
| camera | Transform Matrix | Projection matrix mapping pixel coordinates to clip space |

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