ViewBox automatically fits a defined box area into the camera view regardless of screen size or aspect ratio.
This component is useful for framing characters, objects, or scenes in the center of the view while ensuring they remain fully visible.
You can animate or scale the viewbox to create dynamic zoom effects, cinematic transitions, or responsive framing.

The ViewBox component works by adjusting the camera's focus rect settings (offset and zoom) to ensure that the box defined by the GameObject's position, rotation, and scale fits perfectly within the visible viewport. It supports different modes for one-time fitting or continuous adjustment, making it versatile for both static compositions and animated sequences.

Key Features:

  • Automatically adjusts camera framing to fit the box area
  • Works with any screen size and aspect ratio
  • Supports one-time fitting or continuous updates
  • Can be animated for dynamic zoom and framing effects
  • Multiple ViewBoxes can be active, with the most recently enabled taking priority
  • Handles camera positioning to ensure the box is visible (moves camera if inside the box)

Common Use Cases:

const viewBox = new Object3D();
viewBox.position.set(0, 1, 0); // Position the viewbox center
viewBox.scale.set(2, 2, 2); // Define the box size
viewBox.addComponent(ViewBox, { debug: true });
scene.add(viewBox);
const viewBox = new Object3D();
viewBox.addComponent(ViewBox, { mode: "continuous" });
scene.add(viewBox);

// Animate the viewbox scale over time
function update() {
const scale = 1 + Math.sin(Date.now() * 0.001) * 0.5;
viewBox.scale.setScalar(scale);
}
const viewBox = new Object3D();
viewBox.addComponent(ViewBox, {
mode: "once", // Fit once, then allow free camera control
referenceFieldOfView: 60
});
scene.add(viewBox);
  • Camera - The camera component that ViewBox controls
  • OrbitControls - Camera controls that work alongside ViewBox
  • DragControls - Alternative camera controls compatible with ViewBox
  • LookAtConstraint - Another way to control camera targeting
  • SceneSwitcher - Can be combined with ViewBox for scene transitions
  • Context.setCameraFocusRect - The underlying focus rect API used by ViewBox
  • Context.focusRectSettings - Manual control of focus rect settings
  • ViewBoxMode - The mode type for controlling ViewBox behavior

Hierarchy (View Summary)

Properties

debug: boolean = false

Enables debug visualization and logging for this ViewBox instance.

When enabled, you will see:

  • A yellow wireframe box showing the active ViewBox bounds in 3D space
  • Gray wireframe boxes for inactive ViewBox instances
  • A red dashed outline on screen showing the projected box in 2D (when using ?debugviewbox URL parameter)
  • Console logs for mode changes, FOV settings, and camera adjustments

Tip: You can also enable debug visualization globally for all ViewBoxes by adding ?debugviewbox to your URL.

Gizmos for the gizmo rendering system used for debug visualization

false
gameObject: GameObject

Reference to the GameObject this component is attached to This is a three.js Object3D with additional GameObject functionality

guid: string = "invalid"

Unique identifier for this component instance, used for finding and tracking components

referenceFieldOfView: number = -1

The reference field of view (in degrees) used to calculate how the box should fit within the camera view. This determines the baseline camera FOV for fitting calculations.

Behavior:

  • If set to -1 (default), the component will automatically use the camera's FOV on the first frame
  • Should typically match your camera's FOV for predictable framing
  • Can be set to a different value to create specific framing effects

Example: If your camera has an FOV of 60° and you set referenceFieldOfView to 60, the ViewBox will fit objects as they would appear with that field of view. Setting it to a wider FOV (e.g., 90) makes objects appear smaller, while a narrower FOV (e.g., 30) makes them appear larger.

Camera for the camera component and its FOV property

-1 (automatically uses the camera's FOV on the first frame)
sourceId?: string

Identifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from

instances: ViewBox[] = []

Array of all active ViewBox instances in the scene. When multiple ViewBoxes are enabled, the last one in the array (most recently enabled) takes priority and controls the camera. Other ViewBoxes remain registered but inactive, displayed with a dimmed gizmo color when debug visualization is enabled.

Accessors

  • get "[$componentName]"(): undefined | string

    Get the original component type name before minification (available if the component is registered in the TypeStore)

    Returns undefined | string

  • get activeAndEnabled(): boolean

    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

    Returns boolean

    True if the component is enabled and all parent GameObjects are active

  • get context(): Context

    The context this component belongs to, providing access to the runtime environment including physics, timing utilities, camera, and scene

    Returns Context

  • set context(context: Context): void

    Parameters

    Returns void

  • get destroyed(): boolean

    Checks if this component has been destroyed

    Returns boolean

    True if the component or its GameObject has been destroyed

  • get enabled(): boolean

    Controls whether this component is enabled Disabled components don't receive lifecycle callbacks

    Returns boolean

  • set enabled(val: boolean): void

    Parameters

    • val: boolean

    Returns void

  • get forward(): Vector3

    Gets the forward direction vector (0,0,-1) of this component's GameObject in world space

    Returns Vector3

  • get layer(): number

    The layer value of the GameObject this component is attached to Used for visibility and physics filtering

    Returns number

  • get mode(): ViewBoxMode

    Controls how the ViewBox applies camera adjustments.

    Modes:

    • "once": Applies the framing adjustment once when the ViewBox becomes active, then stops updating. This is ideal when you want to frame the view initially but allow users to freely zoom, pan, or orbit afterwards. Perfect for interactive scenes where you want a good starting view but full user control.

    • "continuous": Continuously updates the camera framing while this ViewBox is active. Use this when animating or scaling the ViewBox over time, or when you need the framing to constantly adjust. Great for cutscenes, scrollytelling, or any scenario with animated ViewBoxes.

    Example Use Cases:

    • Set to "once" for: Initial scene framing, product showcases where users explore freely after initial framing
    • Set to "continuous" for: Animated zoom effects, scrollytelling sequences, dynamic camera movements tied to ViewBox transforms

    Returns ViewBoxMode

    ViewBoxMode for the type definition

    "continuous"
    
  • set mode(v: ViewBoxMode): void

    Parameters

    Returns void

  • get name(): string

    The name of the GameObject this component is attached to Used for debugging and finding objects

    Returns string

  • set name(str: string): void

    Parameters

    • str: string

    Returns void

  • get right(): Vector3

    Gets the right direction vector (1,0,0) of this component's GameObject in world space

    Returns Vector3

  • get scene(): Scene

    Shorthand accessor for the current scene from the context

    Returns Scene

    The scene this component belongs to

  • get static(): boolean

    Indicates whether the GameObject is marked as static Static objects typically don't move and can be optimized by the engine

    Returns boolean

  • set static(value: boolean): void

    Parameters

    • value: boolean

    Returns void

  • get tag(): string

    The tag of the GameObject this component is attached to Used for categorizing objects and efficient lookup

    Returns string

  • set tag(str: string): void

    Parameters

    • str: string

    Returns void

  • get up(): Vector3

    Gets the up direction vector (0,1,0) of this component's GameObject in world space

    Returns Vector3

  • get worldEuler(): Euler

    Gets the rotation of this component's GameObject in world space as Euler angles (in radians)

    Returns Euler

  • set worldEuler(val: Euler): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in radians)

    Parameters

    • val: Euler

      The world rotation Euler angles to set

    Returns void

  • get worldPosition(): Vector3

    Gets the position of this component's GameObject in world space.
    Note: This is equivalent to calling this.gameObject.worldPosition

    Returns Vector3

  • set worldPosition(val: Vector3): void

    Sets the position of this component's GameObject in world space

    Parameters

    • val: Vector3

      The world position vector to set

    Returns void

  • get worldQuaternion(): Quaternion

    Gets the rotation of this component's GameObject in world space as a quaternion Note: This is equivalent to calling this.gameObject.worldQuaternion

    Returns Quaternion

  • set worldQuaternion(val: Quaternion): void

    Sets the rotation of this component's GameObject in world space using a quaternion

    Parameters

    • val: Quaternion

      The world rotation quaternion to set

    Returns void

  • get worldRotation(): Vector3

    Gets the rotation of this component's GameObject in world space as Euler angles (in degrees)
    Note: This is equivalent to calling this.gameObject.worldRotation

    Returns Vector3

  • set worldRotation(val: Vector3): void

    Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)

    Parameters

    • val: Vector3

      The world rotation vector to set (in degrees)

    Returns void

Methods

  • Registers an event listener for the specified event type

    Type Parameters

    Parameters

    • type: string

      The event type to listen for

    • listener: (evt: T) => any

      The callback function to execute when the event occurs

    Returns void

  • Called once when the component becomes active for the first time. This is the first lifecycle callback to be invoked

    Returns void

  • Destroys this component and removes it from its GameObject After destruction, the component will no longer receive lifecycle callbacks

    Returns void

  • Dispatches an event to all registered listeners

    Parameters

    • evt: Event

      The event object to dispatch

    Returns boolean

    Always returns false (standard implementation of EventTarget)

  • Called at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.

    Returns void

  • Called after all update functions have been called. Use for calculations that depend on other components being updated first.

    Returns void

  • Called after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering

    Returns void

  • Called immediately before the scene is rendered.

    Parameters

    • frame: null | XRFrame

      Current XRFrame if in an XR session, null otherwise

    Returns void

  • Called before an XR session is requested Use to modify session initialization parameters

    Parameters

    • mode: XRSessionMode

      The XR session mode being requested

    • args: XRSessionInit

      The session initialization parameters that can be modified

    Returns void

  • Called when this component's collider begins colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that occurred

    Returns any

  • Called when this component's collider stops colliding with another collider.

    Parameters

    • col: Collision

      Information about the collision that ended

    Returns any

  • Called each frame while this component's collider is colliding with another collider

    Parameters

    • col: Collision

      Information about the ongoing collision

    Returns any

  • Called when the component is destroyed. Use for cleanup operations like removing event listeners

    Returns void

  • Called when the context's pause state changes.

    Parameters

    • isPaused: boolean

      Whether the context is currently paused

    • wasPaused: boolean

      The previous pause state

    Returns void

  • Called when this component's trigger collider is entered by another collider

    Parameters

    • col: ICollider

      The collider that entered this trigger

    Returns any

  • Called when another collider exits this component's trigger collider

    Parameters

    • col: ICollider

      The collider that exited this trigger

    Returns any

  • Called each frame while another collider is inside this component's trigger collider

    Parameters

    • col: ICollider

      The collider that is inside this trigger

    Returns any

  • Called when a field decorated with @validate() is modified.

    Parameters

    • Optionalprop: string

      The name of the field that was changed

    Returns void

  • Removes a previously registered event listener

    Type Parameters

    Parameters

    • type: string

      The event type the listener was registered for

    • listener: (arg: T) => any

      The callback function to remove

    Returns void

  • Called when this component needs to remap guids after an instantiate operation.

    Parameters

    • guidsMap: GuidsMap

      Mapping from old guids to newly generated guids

    Returns void

  • Sets the position of this component's GameObject in world space using individual coordinates

    Parameters

    • x: number

      X-coordinate in world space

    • y: number

      Y-coordinate in world space

    • z: number

      Z-coordinate in world space

    Returns void

  • Sets the rotation of this component's GameObject in world space using quaternion components

    Parameters

    • x: number

      X component of the quaternion

    • y: number

      Y component of the quaternion

    • z: number

      Z component of the quaternion

    • w: number

      W component of the quaternion

    Returns void

  • Sets the rotation of this component's GameObject in world space using individual Euler angles

    Parameters

    • x: number

      X-axis rotation

    • y: number

      Y-axis rotation

    • z: number

      Z-axis rotation

    • degrees: boolean = true

      Whether the values are in degrees (true) or radians (false)

    Returns void

  • Called once at the beginning of the first frame after the component is enabled. Use for initialization that requires other components to be awake.

    Returns void

  • 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.

    Parameters

    • routine: Generator

      Generator function to start

    • evt: FrameEvent = FrameEvent.Update

      Event to register the coroutine for (default: FrameEvent.Update)

    Returns Generator

    The generator function that can be used to stop the coroutine

    Time-based sequencing of operations

    *myCoroutine() {
    yield WaitForSeconds(1); // wait for 1 second
    yield WaitForFrames(10); // wait for 10 frames
    yield new Promise(resolve => setTimeout(resolve, 1000)); // wait for a promise to resolve
    }

    Coroutine that logs a message every 5 frames

    onEnable() {
    this.startCoroutine(this.myCoroutine());
    }
    private *myCoroutine() {
    while(this.activeAndEnabled) {
    console.log("Hello World", this.context.time.frame);
    // wait for 5 frames
    for(let i = 0; i < 5; i++) yield;
    }
    }
  • Stops a coroutine that was previously started with startCoroutine

    Parameters

    • routine: Generator

      The routine to be stopped

    • evt: FrameEvent = FrameEvent.Update

      The frame event the routine was registered with

    Returns void

  • Determines if this component supports a specific XR mode

    Parameters

    • mode: XRSessionMode

      The XR session mode to check support for

    Returns boolean

    True if the component supports the specified mode

  • Called once per frame during the main update loop. The primary location for frame-based game logic.

    Returns void