CommanderCam
The commander's view of the Kessrel Line: a camera behaviour for the PlayerPrototype's CameraRig. It stands high behind the human line and looks north up the canyon, heading fixed, so the Gate is at the bottom of a tall frame, the line fills the lower fifth, the tide pours down f…
CommanderCam
The commander's view of the Kessrel Line: a camera behaviour for the
PlayerPrototype's CameraRig. It stands high behind the human line and looks
north up the canyon, heading fixed, so the Gate is at the bottom of a tall
frame, the line fills the lower fifth, the tide pours down from the top, and
the Maw and the low sun sit near the horizon — the composition of
design/refs/key-art.png.
Fields:
| Field | What it sets |
|---|---|
anchorX, anchorZ | the floor point the view is centred on; the Command component pans these |
back, height | where the station stands relative to the anchor at zoom 1 |
aimAhead | how far north of the anchor the sight line crosses the floor — the pitch |
fov | the vertical field of view at the filmed 3:4 shape |
zoom | a multiplier on the station's distance along that sight line |
Zoom walks the station along the sight line rather than rotating it, so the pitch — and with it the vertical composition — holds at every distance.
The lens answers to the screen's shape: vertical field of view is what is
authored, so a wider screen simply shows more canyon wall, and a screen too
narrow to carry a useful width of the line opens the lens instead of cropping
it. The numbers live in game.command.config CAM.
Owned by the command slice. The scene's CameraRig names it as
Camera.behavior.
Scoped to this part · feeds back into the world's score.