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FAQ

No. Both product classes are Editor-only. The tool is intended for Edit Mode and Editor Play Mode, not runtime navigation. References from gameplay code need Editor guards.

A fresh component has Toggle key set to None, empty camera references, and follow flags off. Assign Primary, enable the desired channels, choose a key, and focus Scene View. See Manual setup.

No. Primary is an assigned slot. Auto setup chooses enabled cameras by descending Camera.depth and attaches the tool to the highest-depth camera, regardless of the selected object or MainCamera tag.

Yes. Assign it to Primary and leave Secondary empty. A Secondary-only setup can show a misleading missing-Primary warning.

No. Both independently follow the last active Scene View. Secondary’s automatic default is Rotation on and Position off. See the two-camera example.

Can Scene and Game View have different framing?

Section titled “Can Scene and Game View have different framing?”

Yes. Camera Tool synchronizes selected transform channels, not field of view, orthographic size, clipping planes, or projection. Position following also includes a fixed backward offset. Match Scene to Game requests perspective; it is not a lens match.

No. Click Store origin for each assigned camera before using restoration. Reassigning a slot also leaves its old origin unchanged.

There is one origin per slot. Storing again replaces it; no named list or history is provided. See Origins and restoration.

Why did the camera not return when I unchecked Enabled?

Section titled “Why did the camera not return when I unchecked Enabled?”

The Inspector checkbox skips Self align. Use Align to origin after verifying a stored pose. To restore two cameras explicitly, click the button in each slot. Scene-key stopping invokes the conditional Self align path.

No. It uses Primary’s current world pose when the active callback runs. Activation through the Inspector checkbox skips that callback.

Do not rely on Undo for setup, fields, or origin actions. Use a saved scene copy. Camera settings and origins are saved with the component. After changing prefab instances, reopen your scene copy and check that it contains the state you want.

Can I disable the component to stop it completely?

Section titled “Can I disable the component to stop it completely?”

Do not rely on that. Global state can stay active and Scene hotkeys have affected disabled components and inactive hosts. Stop deliberately while the tool is present, restore if required, and verify before removal or scene changes.

Does holding the left mouse button restore gameplay control?

Section titled “Does holding the left mouse button restore gameplay control?”

Do not rely on that gesture. Stop the tool before returning to gameplay.

Which Unity versions and render pipelines are supported?

Section titled “Which Unity versions and render pipelines are supported?”

Compatibility depends on your Unity version, rendering pipeline, and input settings. URP and Unity 6 support are not guaranteed, and HDRP has a known camera-following limitation. See Compatibility and limitations before configuring your project.

For symptoms not answered here, see Troubleshooting.