Object Game Settings

Camera Settings

Camera Settings decide when the game camera should follow an object or focus on important movement.

What it controls

What this group controls

Use this page as the detailed reference for the Camera Settings group inside the Object Game Settings menu.

Follow This Object

The camera can track a selected object during play, usually the main character, target object, or important moving machine part.

Level Readability

Camera behavior controls what the player can see while the level is running.

Moving Machines

A camera can follow a moving platform, vehicle, or target so long mechanisms stay on screen.

Platform Levels

Jump To Solve levels usually need camera follow on the character or a carefully chosen focal object.

Controls reference

Controls in this panel

These are the controls exposed by the in-game Camera Settings panel. Some controls appear only for object types that support that feature.

Camera Follow This Object

Makes the camera follow this object during play.

Follow Object On X Axis

Allows the camera follow behavior to move horizontally.

Follow Object On Y Axis

Allows the camera follow behavior to move vertically.

Enable Camera Horizontal Section

Enable a horizontal camera section to control follow behavior within a defined region.

Show Horizontal Camera Section

Show the horizontal section overlay while tuning its size and position.

Enable Fixed Size During Gameplay

Keep the enabled camera section at its configured size during gameplay.

Horizontal Section Width (m)

Set the horizontal camera section width in meters.

Horizontal Follow Speed Left (m/s)

Set the camera follow speed toward left, in meters per second.

Horizontal Follow Speed Right (m/s)

Set the camera follow speed toward right, in meters per second.

Horizontal Position Padding (m)

Offset the horizontal camera section position by this padding in meters.

Enable Auto Mirroring

Mirror the camera-section placement when the follow direction changes.

Auto Mirroring Speed (m/s)

Set how quickly the camera-section placement mirrors, in meters per second.

Snap Left Only When Touching Ground

Require ground contact before snapping the camera section toward left.

Snap Right Only When Touching Ground

Require ground contact before snapping the camera section toward right.

Show All When Horizontal Boundary Reached

Use the show-all behavior when the camera reaches the horizontal level boundary.

Enable Camera Vertical Section

Enable a vertical camera section to control follow behavior within a defined region.

Show Vertical Camera Section

Show the vertical section overlay while tuning its size and position.

Vertical Section Height (m)

Set the vertical camera section height in meters.

Vertical Follow Speed Up (m/s)

Set the camera follow speed toward up, in meters per second.

Vertical Follow Speed Down (m/s)

Set the camera follow speed toward down, in meters per second.

Vertical Position Padding (m)

Offset the vertical camera section position by this padding in meters.

Snap Up Only When Touching Ground

Require ground contact before snapping the camera section toward up.

Snap Down Only When Touching Ground

Require ground contact before snapping the camera section toward down.

Show All When Vertical Boundary Reached

Use the show-all behavior when the camera reaches the vertical level boundary.

How it works

How it behaves during play

These points describe what the system does after the level starts and the editor data becomes live gameplay behavior.

Target Selection

The camera uses the configured object as its tracking target.

Object Movement

As the target moves, the view shifts so the player can keep reading the action.

Combination With Bounds

Camera behavior should respect the intended level area so it does not reveal empty or confusing space.

Lost Or Destroyed Target

If the followed object is destroyed or disabled, the level should still remain understandable.

Setup flow

Practical setup checklist

Use this checklist while building or debugging a level that uses Camera Settings.

Follow The Player Goal

Track the object the player cares about most, not necessarily the most active physics body.

Check Fast Motion

Fast objects can make the camera feel jumpy, so test high-speed machines.

Frame The Destination

Make sure the camera gives enough look-ahead for platforms, hazards, and goals.

Avoid Unwanted Focus

Do not follow small debris or temporary objects unless that is the intended cinematic effect.

Creator guide

Follow through checkpoints and teleportation

Test the camera as part of the complete route the player will travel.

Tune axes separately

Enable the required follow axes. Adjust section dimensions, directional speeds and padding with the section overlays visible.

Grounded snapping

Use the ground-contact snap rules to keep the section from switching unnecessarily during a jump.

Respawn and teleport

Check the followed object after checkpoint respawn and after a teleport commits its destination. Both should bring the view to the current followed instance.

Scene layers

Configure parallax in the right-side Scene Layers menu. Static scenery and moving parallax layers use different layer behavior.