TowerCamera
The gameplay camera of First Light: Betocsin.
Set as the CameraRig's Camera.behavior in the scene, so every joining
player gets one of their own. It works out nothing: it asks
game.camera.director where the camera is this frame and puts the rig there.
What it does own is the APPLICATION — the world position, the aim (through
Transform.lookAt with an up hint, so a beat can roll the frame for a
collapse), and the lens, which is written onto the Camera component only when
the director actually changes it. It runs in edit mode as well as in play, so
the framing can be looked at without starting a round.
Fields
| Field | What it does |
|---|---|
lens | Whether to write the director's field of view onto the Camera each frame. Off leaves the authored lens alone and the beats lose their push-ins. |
What it frames
The top of the tower, in the lower third of the frame, with sky above it for
the dawn to happen in — and the whole width of the crane's swing, because the
game is timing the drop off that swing. Both hold at every screen shape: the
station is solved each frame from the live viewport by
game.camera.framing, rather than being an offset that happens to work on one
monitor.
The clock
Where several rigs exist — several peers in the world, or the prototype
alongside a play-mode clone — only the first to register advances the
director's clock, and all of them apply the pose it produces. Within one rig,
update owns the clock and editorUpdate is the fallback: an editing session
with the simulation running calls both on the same frame, and ticking on both
runs every staged beat at exactly twice its authored length.
Scoped to this part · feeds back into the world's score.