Camera
Open 3D Engine (O3DE), the successor to Lumberyard, is now available in Developer Preview. Download O3DE |
The Camera component allows an entity to be used as a camera. To use the Camera component, you must first add a Camera Framework gem to your project. For information, see Camera Framework Gem.
Camera Component Properties

The Camera component has the following properties:
Name | Description |
---|---|
Field of view |
Vertical field of view in degrees. Valid values: Default value: |
Near clip distance |
Distance to the near clip plane of the view frustum in meters. Default value: |
Far clip distance |
Distance to the near far plane of the view frustum in meters. Default value: |
Be this camera |
Editor uses the selected camera as its view. For more information, see Changing the Camera View. |
Frustum length |
Length of the frustum shape. Default value: |
Frustum color |
Color of the frustum shape. Default value: |
EBus Request Bus Interface
Use the following request functions with the event bus (EBus) interface,
CameraRequestBus
, to communicate with other components of your
game.
For more information, see Working with the Event Bus (EBus) system.
Request Name | Description |
---|---|
|
Gets the current field of view. |
|
Sets the current field of view. |
|
Gets the current near clip distance. |
|
Sets the current near clip distance. |
|
Gets the current far clip distance. |
|
Sets the current far clip distance. |
The following is an example of script using the Request Bus Interface.
local camerasample = { Properties = { } } function camerasample:OnActivate() CameraRequestBus.Event.SetFov(self.entityId, 85) local nearClip = CameraRequestBus.Event.GetNearClipDistance(self.entityId) CameraRequestBus.Event.SetFarClipDistance(self.entityId, nearClip + 1024) end return camerasample
Creating Camera Entity from View
You can create a static camera view from a specific entity by right-clicking an entity in the viewport and choosing Create camera entity from view. This places a new entity with a camera component at the same point. You can adjust the view of the camera by modifying its transform component.