Camera Manager
Go to WEAVR > Utilities > Camera Manager.
The Camera Manager lets you create, list, check and remove camera viewpoints (Virtual Cameras) to reuse them later in the Procedure Editor. Their poses are used as the target of the Move Camera action, and they can also be used as teleport points.

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Search cameras — filter the camera list by name.
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Container — the folder in the Hierarchy where the Virtual Cameras are created as child objects. Only one container per scene; when empty, an existing folder containing Virtual Cameras is referenced automatically.
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Template — a camera used as a template for the optics of newly created cameras (see From template in Optics).
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Create — create a new Virtual Camera from the current Scene view.
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Refresh — reload the list of Virtual Cameras in the scene.
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Camera list — all the Virtual Cameras in the scene. Each row has a checkbox to enable/disable it, its name, and a teleport tag when the camera is also a teleport point.
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Row actions — shown when you hover a camera row:
Icon Action Look through View the scene as seen by this camera. Save viewpoint Save the current Scene view as this camera's viewpoint. Reframe Recenter / reframe the camera. Delete Remove this Virtual Camera.
Selected camera
The Selected camera panel (8) shows and edits the camera picked in the list.
| Control | Function |
|---|---|
| Preview | A preview of what the camera sees, at the Game View resolution. |
| Name | The camera name. |
| Look through | Look through the camera in the Scene view; fly the Scene view to reframe it. |
| Save viewpoint | Save the current Scene view as the camera's viewpoint. |
| Stop framing | Stop the look-through/framing mode. |
| Teleport point | Mark this camera as a teleport point (adds the teleport tag). |
| Delete camera | Remove the selected camera. |
Optics
The Optics panel (9) defines the camera lens settings. Use From template to copy them from the Template camera.
| Control | Function |
|---|---|
| Orthographic | Render without perspective (parallel projection). When enabled, a Size field replaces Field of view. |
| Field of view | The width of the camera's view angle, in degrees along the Y axis. |
| Near clip | The distance at which the camera starts rendering. |
| Far clip | The distance at which the camera stops rendering. |
Framing & gizmos
The Framing & gizmos panel (10) controls how the framing is previewed and which gizmos are drawn in the Scene view.
| Control | Function |
|---|---|
| Framing mode | How the framing is evaluated (for example Simulate). |
| Target aspect | The aspect ratio used for framing (for example Game View). |
| Frame fill | How much of the frame the target should fill. |
| Frame outline | Show the frame outline. |
| Composition guides | Show composition guides (rule of thirds, etc.). |
| Camera points | Show the center point of each camera. |
| Camera names | Show the camera labels. |
| Frustum on hover | Show the camera frustum when hovering a camera. |
| Frustum depth | How far the frustum is drawn. |
| Extend to far clip | Draw the frustum all the way to the far clip plane. |
- Status bar — a hint about the current action (for example while looking through a camera).
- Docs — open this documentation.
After creation, you can still change these settings from the Virtual Camera component on the created camera object in the Hierarchy.