Game Development

[Unity] Game Creator 2 Cameras — TPS, FPS, Fixed & All Camera Shot Types

[Unity] Game Creator 2 Cameras — TPS, FPS, Fixed & All Camera Shot Types

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This article provides a detailed guide to “Cameras”, one of Game Creator 2’s core features — the camera system.

Game Creator’s camera system overlays a unique model on top of Unity’s standard Camera that separates the “camera operator” (Camera Controller) from the “camera angle” (Camera Shot), enabling no-code switching between third-person, first-person, fixed, follow, lock-on, and other behaviors.

Official documentation: Game Creator 2 Documentation

You can find a complete list of all articles in this series here:

Complete Article List — Game Creator 2 Complete Guide Series Indexen.senkohome.com/gamecreator2-series-index/

What are Cameras?

Game Creator’s camera system consists of two components:

  • Camera Controller: Attached to a GameObject in the scene (usually the Main Camera). It has no behavior of its own — it simply mimics the behavior of the currently active Camera Shot
  • Camera Shot: A component that defines specific camera behavior (follow, look-at, orbit, etc.). You can place as many as you want in the scene

For example, when a “Third Person Shot is assigned to the Main Camera,” the Main Camera moves according to that Shot’s behavior (following the target while orbiting with the mouse). Switching to a different Shot replaces the Main Camera’s behavior entirely.

As an analogy, Shots are “camera angle candidates” scattered throughout the scene, and you (the director) give instructions on which angle to display on screen and when to cut to a different angle. The Camera Controller is the “camera operator” who follows those instructions.

Main Camera’s Role

Most games use only one main camera. The Main Camera component is a special version of the Camera Controller that can be accessed globally from any script.


Camera Controller (Main Camera)

Creation

Right-click in Hierarchy → Game Creator > Cameras > Main Camera.

Component Structure

The Main Camera component consists of 3 blocks:

  • Game Time: Camera update timing. Default is Game Time (stops when Time.timeScale = 0). Set to Unscaled Time if you want the camera to move during UI pauses
  • Shot: The Camera Shot bound to this Controller. If not set, the camera does nothing
  • Avoid Clipping: Settings to prevent camera clipping into scene geometry

For smoothness adjustment, the Shot’s Smoothing options control how much lag to apply to the Shot’s behavior. Moderate lag reduces jitter, but too much makes controls feel sluggish.


Camera Shot

Creation

Right-click in Hierarchy → Game Creator > Cameras > Shot Camera. If there’s no Main Camera in the scene, one is automatically created and linked when you create a Shot.

Component Contents

Each Camera Shot holds a complete set of parameters defining “how this angle behaves.” To change the Shot type, click the component’s type name and select a different type from the dropdown.

Is Main Shot (v2.3.15+)

All Camera Shots have an Is Main Shot toggle. When ON, it becomes selectable from the “Main Shot” dropdown in the Main Camera’s Shot field, serving as a shortcut to identify one primary Shot in the scene.


Shot Types

All Shots can be switched on-the-fly via Visual Scripting using Change To Shot / Revert To Previous Shot / Set Main Shot instructions.

Fixed Position

  • The camera itself doesn’t move
  • However, it can pan and tilt in place to track any target
  • Think of it like a security camera viewpoint

Follow Target

  • Adds “follow the target at a fixed distance” to Fixed Position
  • Ideal for Diablo-style top-down perspectives

Follow Track

  • Follows a target while tracing a predefined rail-like path
  • Position on the path is determined by “where the target object is on a separate path”
  • Suitable for games with many straight corridors but where you want the camera to turn smoothly at corners

Animation

  • Moves along a predefined path over a set time, stopping at the final position
  • Excels at chaining animation Shots to dynamically follow the action like cutscenes

First Person

Places the camera at the target’s position (usually a Humanoid) and accepts head rotation. Packed with sub-features:

  • Head Bobbing: Vertical and lateral camera movement simulating center-of-gravity shift during walking/running
  • Head Leaning: Adds subtle roll/pitch toward the movement direction, expressing the feel of forward momentum
  • Noise: Applies tiny random variations to rotation and position, expressing idle breathing or restlessness
  • Offset (v2.17.51+): Allows setting offset values for the camera position

These are modifiable at runtime (e.g., increasing Noise amount after sprinting).

Third Person

  • Follows the target, allowing users to freely orbit around it with input
  • The staple for action/adventure games
  • Since v2.17.51, Shoulder (horizontal offset) and Lift (vertical offset) dynamically change

Lock On

  • Follows target A’s position while facing toward target B. Always composes the frame so that both targets are on screen
  • Ideal for enemy lock-on or highlighting important objects you don’t want players to miss

Anchor Peek

  • Anchors to any object and allows a limited amount of horizontal and vertical panning/tilting from that position
  • Returns to center via the Restitute field when input stops
  • Ideal for peeking around corners with a gamepad

Shot Transitions

To smoothly transition the Camera Controller to a different Camera Shot, use the Change Shot instruction (Visual Scripting: Cameras > Change To Shot). Specify a Duration (seconds) for a timed blend, or 0 for instant switching.

Revert To Previous Shot “returns to the previously used Shot”, and Set Main Shot registers the Is Main Shot-designated Shot as the new Main Shot.


Viewport (v2.7.28+)

A Viewport section has been added to all Camera Shots, allowing camera properties to be swapped the moment you switch Shots.

Target properties include:

  • Field of View (FoV)
  • Projection Mode (Perspective / Orthographic)
  • Orthographic Size
  • Other Shot-specific settings

This lets you manage presentation like “FoV 60° for town exploration / FoV 80° for combat scenes” by binding them to Shots.


Quick Start Mini Guide

  1. Create Game Creator > Cameras > Main Camera in Hierarchy (or add the Main Camera component to an existing camera)
  2. Create Game Creator > Cameras > Shot Camera. Initial type is Fixed Position
  3. Click the Shot type name, change to Third Person, and set Look Target and Orbit Target to the Player
  4. Assign the Shot you just created to the Main Camera’s Shot (auto-created and auto-assigned if no scene camera exists when creating a Shot)
  5. Play → If you can orbit around the Player with mouse/right stick, you’re good
  6. For cutscenes or combat transitions, prepare separate Shots and blend-switch with Change To Shot
  7. Turn on Avoid Clipping on Main Camera as needed to prevent wall clipping

Visual Scripting Reference (Complete Instruction / Condition / Event List)

All nodes under the Cameras category. Instruction names are listed in English (as displayed in Visual Scripting).

Instructions

Category is Cameras > (subcategory).

Cameras (Root)

InstructionFunctionMain Parameters
Change To ShotSwitch the specified Camera’s ShotCamera / Shot / Duration / Wait To Complete
Revert To Previous ShotReturn to the previous ShotCamera / Duration
Set Main ShotRegister a new Main ShotShot

Properties (Camera Properties)

InstructionFunctionMain Parameters
Change Culling MaskChange culling maskCamera / Culling Mask
Change Field Of ViewChange FoV over time (for Perspective)Camera / FoV / Duration / Easing
Change Orthographic SizeChange Orthographic Size over timeCamera / Size / Duration / Easing
Change ProjectionSwitch Perspective ↔ OrthographicCamera / Projection
Change Smooth TimeChange position/rotation smooth timeCamera / Smooth Position / Smooth Rotation

Shakes (Camera Shake / Hit Stop)

InstructionFunctionMain Parameters
Shake Camera BurstPlay a one-shot shake for a set durationCamera / Delay / Duration / Shake Position / Shake Rotation / Magnitude / Roughness / Transform (source) / Radius (falloff radius)
Shake Camera SustainContinuous shake until manually stoppedCamera / Delay / Transition (blend in) / Shake Position / Shake Rotation / Magnitude / Roughness / Transform / Radius
Stop Camera Sustain ShakeStop Sustain Shake on specified layerCamera / Layer / Delay / Transition
Stop Shake Camera BurstsStop all Burst ShakesCamera / Delay / Transition

Shots > Anchor (For Anchor Peek Shot)

InstructionFunctionMain Parameters
Change DistanceChange relative distance from anchorShot / Distance
Change OffsetChange offset position relative to targetShot / Offset
Change TargetChange the look-at targetShot / Target

Shots > Animation (For Animation Shot)

InstructionFunctionMain Parameters
Change DurationChange the path completion timeShot / Duration

Shots > First Person

InstructionFunctionMain Parameters
Change BoneChange the head bone attachmentShot / Bone
Change Max PitchChange the up/down look angle limitShot / Max Pitch
Change SensitivityChange mouse/stick sensitivity (X/Y)Shot / Sensitivity
Change Smooth TimeChange rotation smooth timeShot / Smooth Time
Change TargetChange the first-person viewpoint objectShot / Target

Shots > Follow

InstructionFunctionMain Parameters
Change DistanceChange distance to targetShot / Distance
Change TargetChange the follow targetShot / Follow

Shots > Head Bobbing

InstructionFunctionMain Parameters
Enable Head BobbingToggle Head Bobbing ON/OFFShot / Active

Shots > Head Leaning

InstructionFunctionMain Parameters
Enable Head LeaningToggle Head Leaning ON/OFFShot / Active

Shots > Lock On

InstructionFunctionMain Parameters
Change AnchorChange the Lock On anchor (position target)Shot / Anchor
Change DistanceChange distance from anchorShot / Distance
Change OffsetChange offset relative to anchorShot / Offset

Shots > Look

InstructionFunctionMain Parameters
Change TargetChange the look-at targetShot / Target
Change OffsetChange the look-at point offsetShot / Offset
Enable LookToggle Look system ON/OFFShot / Active

Shots > Third Person

InstructionFunctionMain Parameters
Change AimChange aim-mode Shoulder / Lift / Radius / Keep Center / Layer MaskShot / Shoulder / Lift / Radius / Keep Center / Layer Mask
Change AlignmentChange auto-alignment behind target settingsShot / Align with Target / Delay / Smooth Time
Change Max PitchChange vertical rotation limitShot / Max Pitch
Change SensitivityChange input sensitivity (X/Y)Shot / Sensitivity

Shots > Zoom

InstructionFunctionMain Parameters
Change Level ZoomChange zoom level (0–1)Shot / Level
Change Min DistanceChange minimum zoom distanceShot / Min Distance
Change Smooth TimeChange zoom input smooth timeShot / Smooth Time

Conditions

ConditionCheckMain Parameters
Is Shot ActiveTrue if the specified Camera Shot is assigned to the Main CameraShot

Events

Camera-related state changes can be monitored from the Trigger component.

EventFires When
On Camera ChangeThe moment the Camera’s Shot changes for any reason
On Change From ShotThe moment this Shot is deactivated (transitioning from this Shot to another)
On Change To ShotThe moment this Shot is activated (transitioning from another Shot to this one)

Tips and Notes

  • One Main Camera per scene is the standard. For multiple cameras, you can use Camera Controllers (generic Controllers, not Main Camera), but many Instructions accept a Camera argument for individual specification
  • Camera settings across scene transitions: GC2’s Main Camera and Player are regular MonoBehaviour instances, not Singleton<T>, so both are destroyed during scene transitions (Load Scene in Single mode). Therefore, you need to place all three — Player, Main Camera, and Camera Shot — in the destination scene as well. If you set Is Main Shot to ON on the Camera Shot, it automatically binds to the Main Camera on scene load. Gameplay data (Stats, Inventory, Quests, Global Variables, etc.) is managed by module singletons and persists across scene transitions
  • Lag and Duration responsiveness trade-off: Higher Smooth values produce smoother visuals but make controls feel sluggish. For first-person/third-person, adjust Smooth Time and Sensitivity together
  • Use Change Shot as the starting point for cutscenes: When you want to use them like a timeline, preparing multiple Shots and sequentially calling Change To Shot is the most maintainable approach
  • Camera Shake Transform / Radius: When you provide a world-space source, the shake attenuates as the player moves further away. Useful for explosions
  • Viewport (v2.7.28+) lets you attach FOV, projection mode, and Ortho size per Shot, eliminating the need to manually revert them with Instructions

Practical Usage — Configuration Guide by Goal

Here’s a summary of which Shot types and instructions to use when you want to achieve “this kind of camera work.”

Action/Adventure Third-Person Camera (Basic)

A camera that shows the character from behind and lets you freely look around with mouse/right stick.

What to UseSetting
Shot TypeThird Person
Look TargetPlayer
Orbit TargetPlayer
Avoid ClippingTurn ON on Main Camera to prevent wall clipping

Switch to over-the-shoulder view when aiming

Normally centered behind, but shifts to an over-the-shoulder composition when the aim button is pressed.

What to UseRole
Shot TypeThird Person (reuse the same Shot as normal)
InstructionChange Aim
ParametersShoulder (horizontal distance from pivot) shifts camera left/right / Lift (vertical distance from pivot) adjusts height / Radius (max distance from pivot) controls how close

Flow example: Trigger (aim button pressed) → Change Aim (change Shoulder/Lift/Radius) → Trigger (aim button released) → Change Aim (restore original values)

Diablo-style top-down view

Looking down from directly above (slightly angled) at a fixed distance, following the character as it moves.

What to UseSetting
Shot TypeFollow Target
Follow TargetPlayer
DistanceLooking-down distance (relative distance between Shot and target in world coordinates)

The Shot object’s own Transform rotation determines the looking-down angle, and Distance adjusts the distance to the target.

Add realism to first-person view (walking sway & breathing)

Reduce the “standing still” feel in FPS by adding subtle sway appropriate for walking and idle states.

What to UseRole
Shot TypeFirst Person
Head BobbingVertical and lateral movement during walking/running (center-of-gravity simulation)
Head LeaningRoll/pitch toward movement direction (forward momentum feel)
NoiseSubtle random variation to rotation/position (breathing, restlessness)

Dynamic control is possible, such as increasing Noise after a dash or enabling Head Bobbing only during walking (Enable Head Bobbing).

Lock on to an enemy and keep both on screen

When locking on in an action game, compose the frame so both your character and the lock-on target are visible.

What to UseSetting
Shot TypeLock On
Position Follow Target (Anchor)Player (camera follows the player’s position)
Rotation Follow TargetEnemy (camera faces toward the enemy)

Flow example: Trigger (lock-on button) → Change To Shot (transition to Lock On Shot with Duration for smooth switching) → Trigger (lock-on release) → Revert To Previous Shot

Move the camera continuously during cutscenes

Chain multiple camera angles in sequence during event scenes for cinematic presentation.

What to UseRole
Shot TypeAnimation (prepare multiple)
InstructionChange To Shot (specify Duration for smooth blending)
Wait To CompleteON to “wait for transition to complete before proceeding to next instruction”

For the setup, place multiple Animation Shots for the cutscene (each Shot moves along a predefined path over a set time, stopping at the end), then line up Change To Shot instructions in the Actions list with Duration for each Shot.

For instant cuts, set Duration to 0 for blend-free instant switching.

Smoothly rotate the camera in linear stages

In side-scrolling or linear dungeon layouts, the camera naturally curves where corridors bend.

What to UseSetting
Shot TypeFollow Track
Rail PathThe path the camera moves along
Target PathThe path the player moves along

The camera’s position on the path is determined by where the target is on a separate path.

Peek around corners with a gamepad

In cover-action scenarios, use stick input to slightly pan the camera left/right and up/down to check ahead.

What to UseSetting
Shot TypeAnchor Peek
AnchorCharacter or wall-edge GameObject
RestituteSetting for camera to automatically return to center after input stops

Express explosion impact with camera shake

Shake the screen during explosions or hits for impact effect. Shake can weaken with distance from the source.

What to UseRole
InstructionShake Camera Burst
DurationShake duration (seconds)
MagnitudeMaximum amount the camera shifts from its original position
RoughnessShake frequency (higher = more intense vibration)
Transform (optional)Source of the shake (world coordinates)
Radius (optional)Falloff begins at this distance from the source

When Transform and Radius are specified, the shake attenuates if the player is farther than Radius from the source.

Express continuous vibration (earthquake, engine vibration)

Like an earthquake or riding a motorcycle — continuous shaking until manually stopped, not for a set duration.

What to UseRole
Start InstructionShake Camera Sustain
Stop InstructionStop Camera Sustain Shake
Transition (start)Seconds for blend-in (gradually ramps up instead of starting abruptly)
Transition (stop)Seconds for blend-out

Switch to a different angle during conversation scenes, then return to the original

Use a dedicated front shot during NPC conversations, then naturally return to the gameplay camera when the conversation ends.

What to UseRole
Conversation ShotFixed Position (showing the NPC from the front) or any type
Start InstructionChange To Shot (specify Duration for smooth transition)
End InstructionRevert To Previous Shot (specify Duration to return smoothly)

Revert To Previous Shot is a dedicated instruction for “returning to the previously active Shot.” It’s ideal for patterns like “temporarily switch to a different Shot → return to original” as in conversation scenes.

Keep the camera moving during pause menu

Prevent the camera from stopping its updates even when the game is paused with Time.timeScale = 0.

What to UseSetting
Main Camera ComponentChange Game Time to Unscaled Time

Change the field of view (FoV) by scene

Use narrow FoV for a calm exploration feel, and wide FoV for impactful combat scenes.

Method A — Manage per Shot with Viewport (recommended):

Set the FoV in each Camera Shot’s Viewport section, and the FoV is automatically swapped when you switch Shots with Change To Shot (v2.7.28+).

Method B — Change dynamically with instructions:

Use the Change Field Of View instruction with Duration and Easing to smoothly transition the FoV over time.

Prevent the camera from clipping into walls and geometry

Prevent the third-person camera from rendering through walls when it’s caught between the character and a wall.

What to UseSetting
Main Camera ComponentTurn Avoid Clipping ON

For games with third-person view in tight spaces, it’s generally safe to keep this ON.

Auto-align behind the character when there’s no camera input for a while

When stick input stops on a third-person camera, the camera automatically aligns behind the character’s movement direction.

What to UseSetting
InstructionChange Alignment
Align with TargetON to enable the feature that moves behind the target
DelayHow long to wait after input stops before starting alignment
Smooth TimeAlignment speed

Track a target from a fixed position like a security camera

Like a security camera mounted in a room corner — the camera doesn’t move but visually tracks the target.

What to UseSetting
Shot TypeFixed Position
Look FeatureSet the tracking target in Look’s Target


Summary

This article covered the Cameras system for Game Creator 2.

The camera system’s separation of Camera Controller and Camera Shot enables no-code switching between all types of camera work — third-person, first-person, fixed, follow, lock-on, and more.

Simply specifying a Duration when switching Shots achieves smooth blending, and it’s packed with features for visual presentation including camera shake and FoV management through Viewport.

Complete Article List — Game Creator 2 Complete Guide Series Indexen.senkohome.com/gamecreator2-series-index/

We hope you’ll continue reading our next article as well.