Camera setup
Configure one Camera Tool component to drive one or two scene cameras. Before editing, save the scene, stop following, and verify that the Inspector is showing the intended tool.
Automatic setup
Section titled “Automatic setup”- Ensure at least one enabled Camera exists on an active scene GameObject. Keep Scene View available.
- Choose Forge3D > CameraTool > Auto setup in a scene without another tool.
- Inspect the selected host and its Primary camera: and Secondary camera: references.
- Verify the follow settings, then click Store origin separately for every assigned camera you intend to restore.
The command sorts enabled cameras by descending Camera.depth, attaches the component to the highest-depth camera, and assigns up to two cameras. It does not use the selected object, the MainCamera tag, or render-pipeline stack roles to choose those slots. Equal depths have no explicit stable tie-breaking rule; assign references manually if the distinction matters.
| Setting | Automatic assignment |
|---|---|
| Primary camera: | Highest-depth enabled camera |
| Primary Position / Rotation | Both on |
| Secondary camera: | Second highest-depth camera, if present |
| Secondary Position / Rotation | Position off; Rotation on |
| Toggle key | C |
| Stored origins | Not captured |
The setup menus do not create cameras and fail with zero enabled cameras. If a tool is already found, the menus are normally unavailable: configure that component rather than adding another.
Manual setup
Section titled “Manual setup”Use this procedure when you want to choose the host or camera references yourself.
- Choose one active scene GameObject and use Add Component to find
F3DCameraTool(searching f3d can help), or attach the original script. - Assign a scene Camera to Primary camera:.
- Turn on Primary Position, Rotation, or both under Follow options:.
- Set Toggle key to a non-None key, such as C.
- Optionally assign a different scene camera to Secondary camera: and choose its follow channels.
- Store each assigned camera’s intended origin before using restoration.
- Activate from Scene View with the configured key and check the result.
Expected result: only the assigned cameras and enabled channels follow Scene View. A fresh manual component has empty references, all follow flags off, and Toggle key set to None. Enable in Game view starts on; it does not configure following for you.
The host does not need its own Camera, Renderer, or AudioListener to host the tool. The assigned scene Camera and Scene View provide the relevant inputs. Keep a single tool instance even when driving two cameras.
Setup default
Section titled “Setup default”Forge3D > CameraTool > Setup default adds an unconfigured component to the highest-depth enabled camera. It uses the same camera prerequisite and host selection as Auto setup, but leaves references, follow flags, and key unconfigured. Complete the manual steps above.
Primary and Secondary roles
Section titled “Primary and Secondary roles”Primary is the first assigned slot, not an alias for Camera.main. Match Scene to Game requires Primary. Secondary is optional and follows Scene View independently; it does not copy Primary’s transform.
For a main/background arrangement, enable both Primary channels and Secondary Rotation only. Secondary keeps its authored position while adopting Scene View rotation. See the two-camera example.
Both slots can follow both channels, but then both use the same position rule. No custom distance between the cameras is preserved. Camera Tool does not configure layers, clear flags, render order, or pipeline camera stacks.
Changing references safely
Section titled “Changing references safely”- Stop following and check which slot you are editing.
- Assign the replacement camera.
- Set its intended pose and click that slot’s Store origin.
- Recheck follow flags and alignment options before activating.
The stored origin belongs to the slot. Reassignment does not refresh it, so restoring immediately can move the new camera to the previous camera’s saved pose. Avoid assigning the same Camera to both slots: sequential follow and restoration writes can conflict.
For a single-camera setup, use Primary. A Secondary-only setup can show a misleading missing-Primary warning.
Calling AutoSetup() on a partially assigned component does not fill the missing slot; it only fills references when both are empty, and always sets the key to C. See Scripting integration if calling it from code.
Continue with Controls and navigation or the complete Inspector reference.