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ThirdPersonCameraData

Defined in: gameplay/ThirdPersonCamera.ts:23

The fields of the ThirdPersonCamera component.

distance: number

Defined in: gameplay/ThirdPersonCamera.ts:27

How far back it sits when nothing is in the way, world units.


enabled: boolean

Defined in: gameplay/ThirdPersonCamera.ts:46


followDamping: number

Defined in: gameplay/ThirdPersonCamera.ts:37

How fast position catches up, per second. 0 = rigid.


maxPitch: number

Defined in: gameplay/ThirdPersonCamera.ts:33


minPitch: number

Defined in: gameplay/ThirdPersonCamera.ts:32


obstruction: boolean

Defined in: gameplay/ThirdPersonCamera.ts:41

Pull in when something solid stands between the pivot and the eye.


obstructionLayers: number

Defined in: gameplay/ThirdPersonCamera.ts:45

Physics layers the probe collides with; 0 = every layer.


obstructionRadius: number

Defined in: gameplay/ThirdPersonCamera.ts:43

How fat the probe is, so the eye stops before it clips a wall.


pitch: number

Defined in: gameplay/ThirdPersonCamera.ts:31

Turn above the horizon, degrees; positive looks down at the target.


sensitivity: number

Defined in: gameplay/ThirdPersonCamera.ts:35

Degrees per pixel of pointer travel.


target: number

Defined in: gameplay/ThirdPersonCamera.ts:25

What it orbits. 0 = inert.


targetOffset: Vec3

Defined in: gameplay/ThirdPersonCamera.ts:39

Lifted off the target’s origin, so the eye frames the chest not the feet.


yaw: number

Defined in: gameplay/ThirdPersonCamera.ts:29

Turn about world up, degrees.