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Legacy Reference

Camera Entity

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn about the latest features, see the Amazon Lumberyard User Guide.

You can use the (legacy) Camera entity to place a camera in your level. In addition to placing a camera, you can also place a 'LookAt' target, which automatically determines where the camera faces. For more information about this legacy camera entity, see Rendering Cameras.

To use the newer Camera components, see the Camera component and the Camera Rig component.

To add a render camera to your level

  1. In the Rollup Bar, on the Objects tab, click Misc, Camera.

  2. Hover your pointer in your level, and then click to position the camera.

  3. To create a ‘LookAt’ target (determines what the camera looks at), when placing the camera in your level, hover your pointer to determine its position, then click and drag to the 'LookAt' target, or the view that you want your camera to see. A 'LookAt' target is created where the drag ended. This object is named with your original camera name, with Target appended.

  4. Adjust the values of the following parameters as needed.

Parameters

Parameter Description
FOV

The vertical field of view of the camera

NearZ

The cut off point closest to the camera

FarZ

The max cut off point of the camera

Shake Parameters
Amplitude A

Strength of the effect on each axis

Amplitude A Multiplier

Multiplier for the amplitude.

Frequency A

How often the effect plays on each axis

Frequency A Multiplier

Multiplier for the frequency

Noise A Amplitude Multiplier

Adds some noise to the amplitude value

Noise A Frequency Multiplier

Adds some noise to the frequency value

Time Offset A

A time offset

Amplitude B

Strength of the effect on each axis.

Amplitude B Multiplier

Multiplier for the amplitude

Frequency B

How often the effect plays on each axis

Frequency B Multiplier

Multiplier for the frequency

Noise B Amplitude Multiplier

Adds some noise to the amplitude value

Noise B Frequency Multiplier

Adds some noise to the frequency value

Time Offset B

A time offset

Random Seed

Apply some random variation to the noise