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Troubleshooting

Start with a saved scene copy, one Camera Tool instance, and Scene View and Game View visible.

Auto setup and Setup default fail when no enabled scene cameras are found. Add or enable a Camera on an active GameObject before using either command.

If the commands are unavailable, look for an existing Camera Tool component and configure it. Menu detection is not a robust multiple-instance ownership system; avoid adding duplicates manually.

If the entire menu is missing, confirm that both original scripts imported and the project has no compilation errors. Keep the scripts together and check for duplicate classes. See Installation.

Check these settings in order:

  1. Verify the intended tool and Camera references in the Inspector.
  2. Enable at least one Follow options: channel for that camera.
  3. Set Toggle key to a non-None key; manual setup starts at None.
  4. Open and focus Scene View, then press the key without Shift.
  5. Check Enabled and refocus Scene View if Game View took focus.
  6. Review the rendering and input requirements.

HDRP has a camera-following compatibility limitation. Installing materials or converting shaders does not address the callback used by Camera Tool.

Unchecking Enabled leaves the camera moved

Section titled “Unchecking Enabled leaves the camera moved”

The Inspector checkbox skips Self align. After verifying that a valid origin was stored, click that slot’s Align to origin. Repeat for the other slot if needed. The button restores the full pose and stops following globally.

For callback-based stopping, use the configured key from Scene View. Do not expect component disable, scene unload, or Play exit to provide the same restoration.

The custom Enabled checkbox also skips Match Scene to Game. Check that Primary is assigned, Scene View exists, and the setting is on, then use the Scene Toggle key path.

Check Stored origin: and the slot’s Camera reference. Setup never captures an origin, and reassignment leaves the previous stored values in place. An uncaptured origin can send a camera to world zero; an old origin can move a replacement camera to its predecessor’s pose.

Place the camera deliberately, store the intended origin, and verify the values before restoring again. Undo is not a dependable recovery method. Use your saved scene copy if the desired pose is no longer known.

Another controller may be writing the same transform. Coordinate the controller using the Editor-guarded Enabled check, and begin with experimental Game window focus off.

Stop Camera Tool deliberately before focusing Game View for gameplay. Do not rely on holding the left mouse button to pass control back to gameplay.

The tool is disabled but a controller remains suspended

Section titled “The tool is disabled but a controller remains suspended”

The global Enabled flag can remain true after component disable, destruction, or scene unload. If the tool is still present, clear the custom Enabled control to stop the flag; this does not restore the pose. Use Align separately if needed.

Stop before removing or unloading the tool. The tool has no automatic recovery button after its owner is removed. A disabled component or inactive GameObject can still respond to Scene hotkeys.

Multiple tools in locked Inspectors can cause edits to affect the wrong tool. Stop deliberately, save the intended scene state, return to a single intended tool, and verify its references before editing. Avoid parallel locked Inspectors for this component.

Undo is unreliable for setup creation, field edits, Store, and Align. Repeating Undo/Redo may not recover the earlier state. Restore known values deliberately or return to a previously saved scene copy.

Save scene changes normally, and check camera references and poses after reopening a scene with prefab instances.

The Scene hotkey can focus Game View even with both Game-related options off. Refocus the intended window. Keep both views visible, and treat Game window focus as experimental rather than a guaranteed fix.

If Game View mouse or keyboard input is difficult to control, return to Scene View for navigation and stopping. Use Scene View when Game View is paused.

Camera Tool uses the legacy Input API in Editor Play Mode. If your project uses the new Input System and reports input errors, contact support with your input settings before changing the project-wide backend.

If a controller copied from an older manual fails to compile in a Player context, guard its fully qualified Camera Tool reference with #if UNITY_EDITOR, as shown in Scripting integration.

Include the product/package identity, Unity version, render pipeline, input backend, whether you are in Edit or Play Mode, camera assignments, relevant settings, and the exact steps that produced the problem. Use the site’s support options. See Compatibility and limitations before assuming a configuration has been validated.