Enables debug visualization and logging for this ViewBox instance.
When enabled, you will see:
?debugviewbox URL parameter)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
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
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:
-1 (default), the component will automatically use the camera's FOV on the first frameExample:
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
OptionalsourceIdentifier for the source asset that created this component. For example, URL to the glTF file this component was loaded from
Static ReadonlyinstancesArray 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.
Get the original component type name before minification (available if the component is registered in the TypeStore)
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
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 the forward direction vector (0,0,-1) of this component's GameObject in world space
The layer value of the GameObject this component is attached to Used for visibility and physics filtering
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:
"once" for: Initial scene framing, product showcases where users explore freely after initial framing"continuous" for: Animated zoom effects, scrollytelling sequences, dynamic camera movements tied to ViewBox transformsViewBoxMode for the type definition
The name of the GameObject this component is attached to Used for debugging and finding objects
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 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
Note: This is equivalent to calling this.gameObject.worldQuaternion
Sets the rotation of this component's GameObject in world space using a quaternion
The world rotation quaternion to set
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
Sets the rotation of this component's GameObject in world space using Euler angles (in degrees)
The world rotation vector to set (in degrees)
Called once when the component becomes active for the first time. This is the first lifecycle callback to be invoked
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)
OptionalearlyCalled at the beginning of each frame before regular updates. Use for logic that needs to run before standard update callbacks.
OptionallateCalled after all update functions have been called. Use for calculations that depend on other components being updated first.
OptionalonCalled after the scene has been rendered. Use for post-processing or UI updates that should happen after rendering
OptionalonCalled immediately before the scene is rendered.
Current XRFrame if in an XR session, null otherwise
OptionalonCalled 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
OptionalonCalled when this component's collider begins colliding with another collider.
Information about the collision that occurred
OptionalonCalled when this component's collider stops colliding with another collider.
Information about the collision that ended
OptionalonCalled 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
OptionalonCalled when this component joins an XR session or becomes active in a running session
Event data for the XR session
OptionalonCalled when this component exits an XR session or becomes inactive during a session
Event data for the XR session
OptionalonCalled when the context's pause state changes.
Whether the context is currently paused
The previous pause state
OptionalonCalled when a pointer completes a click interaction with this component's GameObject
Data about the pointer event
OptionalonCalled when a pointer button is pressed while over this component's GameObject
Data about the pointer event
OptionalonCalled when a pointer enters this component's GameObject
Data about the pointer event
OptionalonCalled when a pointer exits this component's GameObject
Data about the pointer event
OptionalonCalled when a pointer moves while over this component's GameObject
Data about the pointer event
OptionalonCalled when a pointer button is released while over this component's GameObject
Data about the pointer event
OptionalonCalled when this component's trigger collider is entered by another collider
The collider that entered this trigger
OptionalonCalled when another collider exits this component's trigger collider
The collider that exited this trigger
OptionalonCalled each frame while another collider is inside this component's trigger collider
The collider that is inside this trigger
OptionalonCalled each frame while this component is active in an XR session
Event data for the current XR frame
OptionalonCalled when a field decorated with @validate() is modified.
Optionalprop: stringThe name of the field that was changed
OptionalonXRControllerCalled 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
OptionalonXRControllerCalled 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
OptionalresolveCalled when this component needs to remap guids after an instantiate operation.
Mapping from old guids to newly generated guids
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)
OptionalstartCalled 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
OptionalsupportsXRDetermines if this component supports a specific XR mode
The XR session mode to check support for
True if the component supports the specified mode
OptionalupdateCalled once per frame during the main update loop. The primary location for frame-based game logic.
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:
Common Use Cases:
Character framing in cutscenes or dialogue
Product showcases with guaranteed visibility
Scrollytelling experiences with animated camera movements
Responsive layouts that adapt to different screen sizes
UI-driven camera transitions
Example on needle.run
Scrollytelling Demo using animated Viewbox
Example on Stackblitz
Example: Basic setup - Add a ViewBox component to frame an object
Example: Animated ViewBox for zoom effects
Example: One-time fitting with user control afterwards
See
Component