This guide explains how the Camera triggers work. They let you change various aspects of the camera, like how zoomed out it is.
Made by Zars70, NooblackDash, etherail, & Sparktwee
Required Guide: Before You Read
Easy
Short (4-6 minutes)
With the release of Update 2.2, you're probably aware of the new Camera Triggers that were added in the editor. As the name implies, these triggers allow you to manipulate the camera in a level. In this guide, we'll explore nine different triggers that can affect the level’s camera and how they function.
Watch this guide's video here!
Use the Zoom trigger to simply zoom the camera in and out. Numbers exceeding 1 zooms the camera in from the default, while ones less than 1 zooms the camera out.
The trigger has sliders for adjusting the zoom value and the time. It also has various easings just like the Move, Rotate and Scale triggers.
Just like most other triggers, it's also able to be Touch and Spawn-triggered.
This is how it looks fully zoomed in:
This is how it looks fully zoomed out:
Here's a video demonstrating the Zoom trigger:
The Static trigger fixes the camera to a selected point on the screen.
Target Pos Group ID is for the object the camera will lock to. You can only have one object as the center.
X Only makes the trigger ignore the Y-axis when moving the camera. Y Only does the opposite; ignoring the X-axis.
If the center moves via a Move or Rotate trigger, the Follow option makes the camera move along with the center. The Follow Easing slider modifies the easing rate.
As the name implies, Exit Static disables the trigger and reverts the camera to its previous state. Ticking Exit Instant does it in an instant rather than easing to the previous state.
This is how the Static Camera looks in game:
Here's a video demonstrating the Static trigger:
The Offset trigger shifts the camera by a certain distance in the X and Y axes. You're essentially using a Move Trigger for the camera.
Offset X shifts the camera left and right, while Offset Y shifts the camera up and down.
Enabling X Only will make the trigger ignore the Y axis on activation, while enabling Y Only ignores the X axis. The Easings work like usual.
Here's how offset X(-50) looks in game:
Here's how offset Y(50) looks in game:
Here's how offsets X(50) and Y(50) look in game:
Here's a video demonstrating the Offset trigger:
Meanwhile, the GP Offset trigger shifts the player’s position relative to the camera.
X Only and Y Only works exactly like the Offset trigger, where they ignore each other’s axes. Ticking Don’t Zoom didn’t seem to do anything even when combined with the zoom trigger. Either it lacks a function, or it will be expanded in a later update such as 2.206.
Pressing the Default button restores the original position between the player and the camera, which is typically a bit to the left.
Here's a video demonstrating the GPOffset trigger:
Not to be confused with the Rotate trigger, the Rotate Camera trigger rotates the camera up to a 360° angle.
The Degrees slider modifies the camera's angle. By default, the angle sets the camera’s position, so adding 20° will always shift the camera 20° regardless of the previous rotation. Additionally, if you use an angle that exceeds 360°, the camera can spin multiple times (720° spins the camera clockwise twice).
2.2’s official release, however, adds the Add checkbox which stacks the angle with the previous rotation. If the camera is set to 60°, inputting 20° would rotate the camera to 80° instead of 20°.
Alongside Add is Snap360 which rotates the camera’s position to the nearest 360° angle. In other words, it uprights the camera back to its default position As of 2.205, however, it seems that this feature does not work. Even so, you can just input 0° and/or 360° if you want to stabilize the camera.
Here's how the game looks rotated 20°:
Here's a video demonstrating the Rotate Camera trigger:
The Edge trigger fixes the camera's edge to a certain group.
The checkboxes Left, Right, Up and Down determine the edge the camera will be fixed to.
Unlike the other camera triggers, you can't use a certain easing or modify the move time.
Unlock resets the camera to its normal state.
Here's a video demonstrating the Edge trigger:
Some gamemodes by default have borders at the top and bottom such as the ball, ship, UFO, wave, spider, and swing gamemode. With the Mode trigger, you can remove these borders. It’s as simple as ticking Free Mode.
Ticking Edit Camera Settings leads you to two features that adjusts how the camera moves along the player:
Easing: changes how quickly the camera moves.
Padding: sets how close the player needs to be to activate the camera’s movement.
Normally, the camera center will snap to the closest grid space. With the Disable GridSnap option enabled, the snapping will not happen.
Here's a video demonstrating the Mode trigger:
The Guide trigger’s purpose is to assist creators with camera layouts and aspect ratio, such as 19:6, 4:3, and 5:4.
The trigger provides a guideline for these ratios when placed, letting you see where the camera's border will be.
You can tweak the sliders in order to reflect the previous camera's state if you used the Zoom or Offset triggers.
Here's a video demonstrating how a Guide trigger can be used:
The Shake trigger is self-explanatory: it shakes your screen. These jitters in movement come with three variables: strength, interval and duration.
Strength affects how strong the shake will be. While you can only use the slider to 5, the highest strength you can input is 100 as of Update 2.2; anything higher than that will return back to 100.
Interval changes time in between screen shakes. The lower the interval, the quicker the shake. The values range between 0 and 0.2 seconds.
Duration sets how long the trigger will last. The highest duration time you can input is 10 seconds.
Shake triggers can be used to exaggerate impact, or emphasize a buildup with drums. You can also use it to add ambience to your scene. For playability in lower end devices, there is an option to Disable Shake.
Here's a video demonstrating the Shake trigger: