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EditorViewData

Defined in: camera/EditorView.ts:24

active: boolean

Defined in: camera/EditorView.ts:26

When true, the framebuffer + screen<->world use this view, not scene cameras.


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: number

Defined in: camera/EditorView.ts:34

Half-height of the view in world units (zoom; smaller = more zoomed in).


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: 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.