Skip to main content
Version: 3.0.0

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.

Camera Manager Window

  1. Search cameras — filter the camera list by name.

  2. 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.

  3. Template — a camera used as a template for the optics of newly created cameras (see From template in Optics).

  4. Create — create a new Virtual Camera from the current Scene view.

  5. Refresh — reload the list of Virtual Cameras in the scene.

  6. 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.

  7. Row actions — shown when you hover a camera row:

    IconAction
    Look throughView the scene as seen by this camera.
    Save viewpointSave the current Scene view as this camera's viewpoint.
    ReframeRecenter / reframe the camera.
    DeleteRemove this Virtual Camera.

Selected camera​

The Selected camera panel (8) shows and edits the camera picked in the list.

ControlFunction
PreviewA preview of what the camera sees, at the Game View resolution.
NameThe camera name.
Look throughLook through the camera in the Scene view; fly the Scene view to reframe it.
Save viewpointSave the current Scene view as the camera's viewpoint.
Stop framingStop the look-through/framing mode.
Teleport pointMark this camera as a teleport point (adds the teleport tag).
Delete cameraRemove the selected camera.

Optics​

The Optics panel (9) defines the camera lens settings. Use From template to copy them from the Template camera.

ControlFunction
OrthographicRender without perspective (parallel projection). When enabled, a Size field replaces Field of view.
Field of viewThe width of the camera's view angle, in degrees along the Y axis.
Near clipThe distance at which the camera starts rendering.
Far clipThe 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.

ControlFunction
Framing modeHow the framing is evaluated (for example Simulate).
Target aspectThe aspect ratio used for framing (for example Game View).
Frame fillHow much of the frame the target should fill.
Frame outlineShow the frame outline.
Composition guidesShow composition guides (rule of thirds, etc.).
Camera pointsShow the center point of each camera.
Camera namesShow the camera labels.
Frustum on hoverShow the camera frustum when hovering a camera.
Frustum depthHow far the frustum is drawn.
Extend to far clipDraw the frustum all the way to the far clip plane.
  1. Status bar — a hint about the current action (for example while looking through a camera).
  2. Docs — open this documentation.
note

After creation, you can still change these settings from the Virtual Camera component on the created camera object in the Hierarchy.