Camera

Category: Executor Tier: Plus

Purpose

Controls camera switching, camera properties, and cinematic camera movements.

Visual Reference

As added to your scene
Camera brick as it appears in the GDLink editor

When To Use

  • Cutscene cameras (switch to cinematic camera)

  • Security cameras (cycle through multiple cameras)

  • Death cam (switch to overview camera)

  • Zoom effects (change FOV)

  • Hit feedback (camera shake)

  • Follow cam (follow player or vehicle)

  • Third-person/first-person toggle

  • Splitscreen (activate player 2 camera)

Runtime Behavior

Executes: When activated, performs camera control operations

Generated UI Mockup — showing expanded properties
Camera
-
x
Name:
Label this brick...
Mode:
Set Active
Camera Name:
v
Zoom:X
1
v
Y
1
v
Offset:X
0
v
Y
0
v
Trans (s)
0.0
v
FOV
75.0
v
Verbose

Properties

Property

Type

Default

Notes

Mode

option

Set Active

Shared 2D/3D camera surface. FOV is 3D-only. Zoom and Offset are 2D-only.

Camera Name

string

Name/path of Camera2D or Camera3D node

Trans (s)

float

0.0

Smooth transition duration (0 = instant)

FOV

float

75.0

[Set FOV] Field of view (3D only)

Zoom

vector2

[1, 1]

[Set Zoom] Zoom level (2D only). (1,1)=Normal

Offset

vector2

[0, 0]

[Set Offset] Camera offset in pixels (2D only)

Verbose

bool

False

Log camera operation to console for debugging

Example Use Cases

Cutscene Camera:

Property(cutscene_start) -> AND -> Camera(mode=Set Active, target=CutsceneCamera, transition=2.0)
Delay(300) -> AND -> Camera(mode=Set Active, target=PlayerCamera, transition=1.0)
// Switch to cutscene camera for 5 seconds, then back to player camera

Death Camera:

Property(HP, Less or Equal, 0) -> AND -> Camera(mode=Set Active, target=DeathCam, transition=1.5)
// Switch to death camera when player dies

Zoom Scope (FOV):

Mouse(Right Button, hold=true) -> AND -> Camera(mode=Set FOV, target=PlayerCamera, fov=30.0, transition=0.2)
Mouse(Right Button, release=true) -> AND -> Camera(mode=Set FOV, target=PlayerCamera, fov=75.0, transition=0.2)
// Zoom in when right-clicking (aim down sights)

Explosion Shake:

Collision(Explosion) -> AND -> Camera(mode=Shake, target=PlayerCamera, intensity=2.0, duration=0.5)
// Shake camera when explosion nearby

Follow Vehicle:

Property(in_vehicle, Equal, true) -> AND -> Camera(mode=Follow Object, follow_target=Car, transition=1.0)
Property(in_vehicle, Equal, false) -> AND -> Camera(mode=Follow Object, follow_target=Player, transition=1.0)
// Camera follows car when inside, player when outside

Security Camera Cycle:

Delay(180, repeat=true) -> AND -> Math(cam_index, Add, 1)
Property(cam_index, Equal, 0) -> AND -> Camera(Set Active, SecurityCam1)
Property(cam_index, Equal, 1) -> AND -> Camera(Set Active, SecurityCam2)
Property(cam_index, Equal, 2) -> AND -> Camera(Set Active, SecurityCam3)
// Cycle through 3 security cameras every 3 seconds