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Controls and navigation

Scene View supplies the navigation pose. Start with one configured camera, a valid stored origin, and Scene View and Game View visible together.

Focus Scene View and press your Toggle key without Shift. Automatic setup chooses C; manual setup starts at None. The Scene key toggles the global active state and invokes the corresponding alignment action.

The custom Enabled checkbox under General settings: changes only the global active flag. It skips both Match Scene to Game on activation and Self align on deactivation.

ActionAlignment behavior
Scene Toggle key: startInvokes Match Scene to Game if configured and Primary/Scene View exist
Scene Toggle key: stopInvokes Self align for each configured slot
Inspector Enabled: on or offNo alignment callback
A slot’s Align to originStops globally and restores only that slot’s full pose

The component header’s enable checkbox is a separate Unity control. Disabling the component or deactivating its GameObject is not a dependable stop mechanism: Scene hotkeys can still activate disabled components or inactive hosts. Stop deliberately before lifecycle changes.

  1. Focus the Scene View you want to use.
  2. Activate with the configured key.
  3. Refocus Scene View if the key moved focus to Game View.
  4. Navigate with Unity’s normal Scene View controls.
  5. Focus Scene View and press the key again to stop, or use a slot’s Align to origin to stop and restore it.

Each assigned camera follows only the channels enabled for its slot:

  • Position: the Scene View camera’s world position minus its forward direction multiplied by 0.1 world units.
  • Rotation: the Scene View camera’s world rotation.

Camera Tool adds no movement-speed, mouse-sensitivity, smoothing, or offset setting. Multiple Scene Views use the last active Scene View, not a separate source for each camera.

Camera Tool leaves field of view, orthographic size, projection mode, clipping planes, and rendering settings unchanged. Matching an orthographic camera’s transform does not match its framing. Match Scene to Game requests a perspective Scene View; it is not a lens synchronization feature.

InputRole
Configured Toggle key in Scene View, without ShiftToggle following and invoke the start/stop alignment path
C after Auto setupDefault configured toggle key
Shift+C in Scene ViewSelect a found Camera Tool GameObject
Forge3D > CameraTool > Select active camera [Shift + C]Select a found tool object through the menu

Shift+C is fixed independently of Toggle key. Use it in Scene View to select the tool, not to switch Primary and Secondary. Keep one tool instance so selection is unambiguous.

With Enable in Game view on, the original tool can forward eligible Game View input to the last active Scene View while active. It focuses Scene View, sends the input there, and consumes the original event. Scene View still supplies the resulting camera pose.

To explore this path, first complete the Scene-led workflow above. Keep both views visible, leave Game window focus off initially, activate from Scene View, and then focus Game View. If input or focus is unclear, return to Scene View for navigation and stopping.

For predictable control, use Scene View for navigation and stopping. Do not rely on holding the left mouse button to return control to gameplay while the tool is active; stop the tool before using gameplay input.

In Editor Play Mode, legacy input polling can activate the tool, but does not provide the same toggle-off behavior or Shift check as the Scene handler. Use the Scene key or explicit Inspector controls when a clear stop is needed.

The Scene hotkey can focus Game View even when Enable in Game view and Game window focus are both off. Refocus the intended window after using it.

Experimental features > Game window focus requests a return to Game View after forwarded input. Leave this optional setting off if it causes unexpected focus changes.

When Game View is paused, navigate in Scene View. Keep a Scene View available, and use a side-by-side layout if tabbed or maximized windows make navigation difficult.

See Origins and restoration for alignment procedures and Troubleshooting for missing input or unexpected focus.