Controls the transparency level of the camera background in AR mode on supported devices. Value from 0 (fully transparent) to 1 (fully opaque).
Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality
Unique identifier for this component instance, used for finding and tracking components
Determines if the camera should use orthographic projection instead of perspective.
The size of the orthographic camera's view volume when in orthographic mode. Larger values show more of the scene.
Optional
sourceIdentifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from
Checks if this component is currently active (enabled and part of an active GameObject hierarchy) Components that are inactive won't receive lifecycle method calls
True if the component is enabled and all parent GameObjects are active
Gets or sets the camera's aspect ratio (width divided by height). For perspective cameras, this directly affects the camera's projection matrix. When set, automatically updates the projection matrix.
Gets or sets the camera's aspect ratio (width divided by height). For perspective cameras, this directly affects the camera's projection matrix. When set, automatically updates the projection matrix.
Gets or sets the blurriness of the skybox background. Values range from 0 (sharp) to 1 (maximum blur).
Gets or sets the blurriness of the skybox background. Values range from 0 (sharp) to 1 (maximum blur).
Gets or sets the background color of the camera when ClearFlags is set to ClearFlags.SolidColor. The alpha component controls transparency.
Gets or sets the background color of the camera when ClearFlags is set to ClearFlags.SolidColor. The alpha component controls transparency.
Gets or sets the intensity of the skybox background. Values range from 0 (dark) to 10 (very bright).
Gets or sets the intensity of the skybox background. Values range from 0 (dark) to 10 (very bright).
Gets the three.js camera object. Creates one if it doesn't exist yet.
The three.js camera object
Use threeCamera instead
Gets or sets the camera's clear flags that determine how the background is rendered. Options include skybox, solid color, or transparent background.
Gets or sets the camera's clear flags that determine how the background is rendered. Options include skybox, solid color, or transparent background.
Sets only a specific layer to be active for rendering by this camera.
This is equivalent to calling layers.set(val)
on the three.js camera object.
The layer index to set active
Gets or sets the layers mask that determines which objects this camera will render. Uses the layers mask convention.
Gets or sets the layers mask that determines which objects this camera will render. Uses the layers mask convention.
Checks if this component has been destroyed
True if the component or its GameObject has been destroyed
Controls whether this component is enabled Disabled components don't receive lifecycle callbacks
Gets or sets the intensity of the environment lighting. Controls how strongly the environment map affects scene lighting.
Gets or sets the intensity of the environment lighting. Controls how strongly the environment map affects scene lighting.
Gets or sets the camera's far clipping plane distance. Objects farther than this distance won't be rendered. When set, automatically updates the projection matrix.
Gets or sets the camera's far clipping plane distance. Objects farther than this distance won't be rendered. When set, automatically updates the projection matrix.
Gets or sets the camera's field of view in degrees for perspective cameras. When set, automatically updates the projection matrix.
Gets or sets the camera's field of view in degrees for perspective cameras. When set, automatically updates the projection matrix.
Gets the forward direction vector (0,0,-1) of this component's GameObject in world space
Returns whether this component is a camera
Always returns true
The layer value of the GameObject this component is attached to Used for visibility and physics filtering
The name of the GameObject this component is attached to Used for debugging and finding objects
Gets or sets the camera's near clipping plane distance. Objects closer than this distance won't be rendered. When set, automatically updates the projection matrix.
Gets or sets the camera's near clipping plane distance. Objects closer than this distance won't be rendered. When set, automatically updates the projection matrix.
Gets the right direction vector (1,0,0) of this component's GameObject in world space
Shorthand accessor for the current scene from the context
The scene this component belongs to
Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine
The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup
Gets or sets the texture that the camera should render to instead of the screen. Useful for creating effects like mirrors, portals or custom post processing.
Gets or sets the texture that the camera should render to instead of the screen. Useful for creating effects like mirrors, portals or custom post processing.
Gets the three.js camera object. Creates one if it doesn't exist yet.
The three.js camera object
Gets the up direction vector (0,1,0) of this component's GameObject in world space
Gets the rotation of this component's GameObject in world space as a quaternion
Sets the rotation of this component's GameObject in world space using a quaternion
The world rotation quaternion to set
Applies this camera's clear flags and related settings to the renderer. This controls how the background is rendered (skybox, solid color, transparent).
Optional
opts: { applySkybox: boolean }Options for applying clear flags
Applies clear flags if this is the active main camera.
Optional
opts: { applySkybox: boolean }Options for applying clear flags
Applies both the camera's near and far clipping planes and updates the projection matrix. This ensures rendering occurs only within the specified distance range.
Applies the skybox texture to the scene background.
Creates a three.js camera object if it doesn't exist yet and sets its properties. This is called internally when accessing the threeCamera property.
Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks
Dispatches an event to all registered listeners
The event object to dispatch
Always returns false (standard implementation of EventTarget)
Optional
earlyCalled at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.
Gets the camera's view frustum for culling and visibility checks. Creates the frustum if it doesn't exist and returns it.
The camera's view frustum
Optional
lateCalled after all update functions have been called. Use for calculations that depend on other components being updated first.
Optional
onCalled after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering
Optional
onCalled before an XR session is requested Use to modify session initialization parameters
The XR session mode being requested
The session initialization parameters that can be modified
Optional
onCalled when this component's collider begins colliding with another collider.
Information about the collision that occurred
Optional
onCalled when this component's collider stops colliding with another collider.
Information about the collision that ended
Optional
onCalled each frame while this component's collider is colliding with another collider
Information about the ongoing collision
Called when the component is destroyed. Use for cleanup operations like removing event listeners
Optional
onCalled when this component joins an XR session or becomes active in a running session
Event data for the XR session
Optional
onCalled when this component exits an XR session or becomes inactive during a session
Event data for the XR session
Optional
onCalled when the context's pause state changes.
Whether the context is currently paused
The previous pause state
Optional
onCalled when a pointer completes a click interaction with this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer button is pressed while over this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer enters this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer exits this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer moves while over this component's GameObject
Data about the pointer event
Optional
onCalled when a pointer button is released while over this component's GameObject
Data about the pointer event
Optional
onCalled when this component's trigger collider is entered by another collider
The collider that entered this trigger
Optional
onCalled when another collider exits this component's trigger collider
The collider that exited this trigger
Optional
onCalled each frame while another collider is inside this component's trigger collider
The collider that is inside this trigger
Optional
onCalled each frame while this component is active in an XR session
Event data for the current XR frame
Optional
onCalled when a field decorated with @validate() is modified.
Optional
prop: stringThe name of the field that was changed
Optional
onXRControllerCalled when an XR controller is connected or when this component becomes active in a session with existing controllers
Event data for the controller that was added
Optional
onXRControllerCalled when an XR controller is disconnected or when this component becomes inactive during a session with controllers
Event data for the controller that was removed
Optional
resolveCalled when this component needs to remap guids after an instantiate operation.
Mapping from old guids to newly generated guids
Converts screen coordinates to a ray in world space. Useful for implementing picking or raycasting from screen to world.
The x screen coordinate
The y screen coordinate
Optional
ray: RayOptional ray object to reuse instead of creating a new one
A ray originating from the camera position pointing through the screen point
Sets the position of this component's GameObject in world space using individual coordinates
X-coordinate in world space
Y-coordinate in world space
Z-coordinate in world space
Sets the rotation of this component's GameObject in world space using quaternion components
X component of the quaternion
Y component of the quaternion
Z component of the quaternion
W component of the quaternion
Sets the rotation of this component's GameObject in world space using individual Euler angles
X-axis rotation
Y-axis rotation
Z-axis rotation
Whether the values are in degrees (true) or radians (false)
Optional
startCalled once at the beginning of the first frame after the component is enabled. Use for initialization that requires other components to be awake.
Starts a coroutine that can yield to wait for events. Coroutines allow for time-based sequencing of operations without blocking. Coroutines are based on generator functions, a JavaScript language feature.
Generator function to start
Event to register the coroutine for (default: FrameEvent.Update)
The generator function that can be used to stop the coroutine
Stops a coroutine that was previously started with startCoroutine
The routine to be stopped
The frame event the routine was registered with
Optional
supportsXRDetermines if this component supports a specific XR mode
The XR session mode to check support for
True if the component supports the specified mode
Optional
updateCalled once per frame during the main update loop. The primary location for frame-based game logic.
Forces an update of the camera's frustum. This is automatically called every frame in onBeforeRender.
Static
backgroundDetermines if the background should be transparent when in passthrough AR mode.
The current rendering context
True when in XR on a pass through device where the background should be invisible
Camera component that handles rendering from a specific viewpoint in the scene. Supports both perspective and orthographic cameras with various rendering options. Internally, this component uses PerspectiveCamera and OrthographicCamera three.js objects.