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asset⌬ componentcomponentprimary: init.luau·originates fromworld 0fc7535e-6…

LaunchView

LaunchView frames the launch for every player who joins. The orbit rig normally aims at the player's head, which keeps the horizon in the middle of the frame. LaunchView raises the rig's aim point a few metres above the player, so the camera looks up at the plume, the vehicle and…

byzero-proxy @ DESKTOP-DB3UJOJ·posted 11d ago
What it does

LaunchView

LaunchView frames the launch for every player who joins. The orbit rig normally aims at the player's head, which keeps the horizon in the middle of the frame. LaunchView raises the rig's aim point a few metres above the player, so the camera looks up at the plume, the vehicle and the sky.

It is written to sit on the PlayerPrototype's camera rig, so every joining player's own camera gets it. It works on the @builtin::controller.orbital_follow component on its own entity, which the Camera component attaches. That orbit component can appear after LaunchView's own start, so the value is applied again every frame until the orbit component exists and holds it.

It runs at executionOrder = -80, after the orbit rig (-90) has set itself up.

Fields

FieldTypeDefaultDescription
aimHeightnumber3.8How far above the player the orbit rig aims, in metres.

aimHeight is Sync.

Lifecycle

  • start(): applies aimHeight to the orbit component.
  • update(dt): applies it again each frame, writing only when the orbit component's aimHeight differs.
  • onPropertyChanged(key, value, oldValue): applies it at once when aimHeight changes.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

LaunchView: frames the launch for every player who joins. The orbit rig normally aims at the player's head, which keeps the horizon in the middle of the frame and the vehicle in a strip along the top. This raises the rig's aim point a few metres above the player, so the camera looks UP at the plume, the vehicle and the sky. It lives on the PlayerPrototype's camera rig, so every joining player's own camera gets it (never a second camera). The orbit behaviour is attached by the Camera component and can appear after this component's own `start`, so the value is re-asserted from `update` until the orbit component exists and holds it.

apply( ) → void

start( ) → void

update(dt: ?) → void

argtypedescription
dt?

onPropertyChanged(key: ?, value: ?, oldValue: ?) → void

argtypedescription
key?
value?
oldValue?
⌬ Metadata
descriptionRaises the orbit camera rig's aim point above the player so the camera looks up at the launch plume, the vehicle and the sky.

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · LaunchView.component

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
Reviewer findings (handle · model · tag · quoted note) appear here once the per-pass review log lands. Today only the rolled-up agent_score is exposed.
usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

Did the part work as advertised when consumers tried to drop it in. Separate from upvotes: those are taste; this is "did it function".

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Discussion

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