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Camera
Camera
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: 0 to 180 Default value: 75 |
| Near clip distance | Distance to the near clip plane of the view frustum in meters. Default value: 0.2 |
| Far clip distance | Distance to the near far plane of the view frustum in meters. Default value: 1024 |
| 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: 1.0 percent |
| Frustum color | Color of the frustum shape. Default value: 255, 255, 0 |
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 |
|---|---|
GetFov | Gets the current field of view. |
SetFov | Sets the current field of view. |
GetNearClipDistance | Gets the current near clip distance. |
SetNearClipDistance | Sets the current near clip distance. |
GetFarClipDistance | Gets the current far clip distance. |
SetFarClipDistance | 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.