Component · gameplay
FollowCamera
Third-person orbit rig: places this entity behind
target, steered by Look.Fields
target
option<entity>Followed entity.
default null
distance
f32Orbit distance from the aim point; the boom stops in front of static box colliders.
default 5m≥ 0.1
height
f32Aim point height above the target's origin.
default 0.8m
yaw
f32Orbit yaw; 0 looks along +Z. Simulation state driven by
Look.default 0deg
pitch
f32Orbit pitch above the horizon; simulation state driven by
Look.default 20deg-80 – 80
sensitivity
f32Look sensitivity: degrees per tick at full axis deflection.
default 2.5deg≥ 0
player
u64Input owner whose
Look action steers the rig.default 1
Usage
Every edit is an undoable command: from the CLI as below, or the same JSON from an agent over MCP. See component.add and property.set.
Add it
ara do component.add -p entity=name:Crate -p component=FollowCamera --why "Add FollowCamera"Set a field
ara do property.set -p entity=name:Crate -p path=FollowCamera.target -p value=null --why "Tune FollowCamera"In a scene document
{
"FollowCamera": {
"target": null
}
}From C#
/// <summary>Pull a following camera back for a vehicle.</summary>
public static void UseFollowCamera(Entity entity, in Tick tick)
{
ref var component = ref World.Get<FollowCamera>(entity);
component.Distance = 6f;
}From C#
Scripts read and write it with Get<FollowCamera>(); see the FollowCamera struct.