EditorViewData
Defined in: camera/EditorView.ts:24
Properties
Section titled “Properties”active
Section titled “active”active:
boolean
Defined in: camera/EditorView.ts:26
When true, the framebuffer + screen<->world use this view, not scene cameras.
distance
Section titled “distance”distance:
number
Defined in: camera/EditorView.ts:55
Camera distance along +z, used only when perspective. This is what zoom
moves in that mode — a perspective view cannot zoom by widening a box, and
changing the fov instead would alter the projection the user is previewing.
fov:
number
Defined in: camera/EditorView.ts:49
Vertical field of view in degrees, used only when perspective.
orthoSize
Section titled “orthoSize”orthoSize:
number
Defined in: camera/EditorView.ts:34
Half-height of the view in world units (zoom; smaller = more zoomed in).
perspective
Section titled “perspective”perspective:
boolean
Defined in: camera/EditorView.ts:47
false (default) is the 2D view: an orthographic projection where zoom is
orthoSize and depth cannot be seen. true previews the scene the way a
perspective game camera would — the only way to look at 2.5D content while
authoring it.
The view keeps its OWN projection rather than following the scene’s camera, which is the same choice UE and Unity make: an orthographic view of a perspective scene is a working mode (a top-down or side elevation), not a mismatch to be corrected. What the game will look like is the Game view’s job; this is the editor’s own eye.
pitch:
number
Defined in: camera/EditorView.ts:63
uiPreviewAspect
Section titled “uiPreviewAspect”uiPreviewAspect:
number
Defined in: camera/EditorView.ts:70
Aspect ratio the editor lays UI out against, so the editor previews how UI adapts
on a simulated device: > 0 fits the design resolution into this aspect (the device
simulator), 0 uses the authored design aspect — WYSIWYG at the design resolution.
Editor-only; scene cameras (shipped games) ignore it. See uiLayoutRect.
x:
number
Defined in: camera/EditorView.ts:28
World-space point the view looks at and turns around.
y:
number
Defined in: camera/EditorView.ts:29
yaw:
number
Defined in: camera/EditorView.ts:62
Where the eye stands relative to the focus (x, y): yaw about world +Y, pitch
above the xz plane, in DEGREES like fov. Both zero is the head-on 2D view,
and every 2D projection stays exactly what it was there — orbiting is what a
3D scene needs to be looked at, not a different camera.
z:
number
Defined in: camera/EditorView.ts:32
Depth of that point. Zero is the 2D plane, where a project that never leaves it stays.