Camera Control in Decentraland
Reading Camera State
Access the camera's current position and rotation via the reserved engine.CameraEntity:
import { engine, Transform } from '@dcl/sdk/ecs'
function trackCamera() {
if (!Transform.has(engine.CameraEntity)) return
const cameraTransform = Transform.get(engine.CameraEntity)
console.log('Camera position:', cameraTransform.position)
console.log('Camera rotation:', cameraTransform.rotation)
}
engine.addSystem(trackCamera)
engine.CameraEntity is read-only — never write to its Transform. To move a camera under scene control, drive a VirtualCamera instead (see VirtualCamera below).
Camera Mode Detection
Check whether the player is in first-person or third-person:
import { engine, CameraMode, CameraType } from '@dcl/sdk/ecs'
function checkCameraMode() {
if (!CameraMode.has(engine.CameraEntity)) return
const cameraMode = CameraMode.get(engine.CameraEntity)
if (cameraMode.mode === CameraType.CT_FIRST_PERSON) {
console.log('First person camera')
} else if (cameraMode.mode === CameraType.CT_THIRD_PERSON) {
console.log('Third person camera')
}
}
engine.addSystem(checkCameraMode)
Camera Mode Values
CameraType.CT_FIRST_PERSON // First-person view
CameraType.CT_THIRD_PERSON // Third-person view (default)
React to Camera Mode Changes
Use CameraMode.onChange to get notified only when the player toggles between first and third person — cheaper than polling every frame:
import { CameraMode, engine } from '@dcl/sdk/ecs'
CameraMode.onChange(engine.CameraEntity, (camera) => {
if (!camera) return
// camera.mode is 0 for first person, 1 for third person
console.log('Camera mode changed:', camera.mode)
})
CameraModeArea (Force Camera in a Region)
Force a specific camera mode when the player enters an area (e.g. force first-person in tight indoor spaces):
import { engine, Transform, CameraModeArea, CameraType } from '@dcl/sdk/ecs'
import { Vector3 } from '@dcl/sdk/math'
const fpArea = engine.addEntity()
Transform.create(fpArea, { position: Vector3.create(8, 1.5, 8) })
CameraModeArea.create(fpArea, {
area: Vector3.create(6, 4, 6), // 6x4x6 meter box
mode: CameraType.CT_FIRST_PERSON, // Force first-person inside
})
When the player leaves the area, the camera reverts to their preferred mode.
Creator Hub / Inspector support: the Creator Hub now has a dedicated inspector panel for CameraModeArea with a dropdown for mode (First Person / Third Person; Cinematic is intentionally omitted -- use VirtualCamera for that). A "Camera Modifier Area" smart item (utils category, translucent placeholder cube) is available in the asset catalog. The editor keeps the area field invisibly in sync with the entity's Transform.scale (the runtime reads area, not scale, for the region size), so resizing the entity via the gizmo automatically updates the camera region. Default init: { area: {1,1,1}, mode: CameraType.CT_FIRST_PERSON }. Verified against creator-hub commit a843390a.
VirtualCamera (Cinematic Cameras)
Create scripted camera positions for cutscenes or special views:
import { engine, Transform, VirtualCamera, MainCamera } from '@dcl/sdk/ecs'
import { Vector3, Quaternion } from '@dcl/sdk/math'
const cinematicCam = engine.addEntity()
Transform.create(cinematicCam, {
position: Vector3.create(8, 5, 2),
rotation: Quaternion.fromEulerDegrees(-20, 0, 0),
})
VirtualCamera.create(cinematicCam, {
defaultTransition: {
transitionMode: VirtualCamera.Transition.Speed(1.0),
},
// fov: 45, // optional: field of view in degrees (overrides the Explorer default)
})
// Activate the virtual camera (createOrReplace on first activation:
// getMutable throws if MainCamera doesn't exist yet)
MainCamera.createOrReplace(engine.CameraEntity, { virtualCameraEntity: cinematicCam })
// Return to normal camera (component now exists, so getMutable is safe)
MainCamera.getMutable(engine.CameraEntity).virtualCameraEntity = undefined
Transition Modes
VirtualCamera.Transition.Speed(1.0) // Speed-based smooth transition
VirtualCamera.Transition.Time(2) // Time-based transition (2 seconds)
Keep transition speeds between 0.5 and 3.0 for comfortable camera movement.
Look-At Target
Make the virtual camera track an entity:
const target = engine.addEntity()
Transform.create(target, { position: Vector3.create(8, 1, 8) })
VirtualCamera.create(cinematicCam, {
lookAtEntity: target,
defaultTransition: {
transitionMode: VirtualCamera.Transition.Speed(2.0),
},
})
// Activate
MainCamera.createOrReplace(engine.CameraEntity, { virtualCameraEntity: cinematicCam })
lookAtEntity can be engine.PlayerEntity to keep the camera aimed at the moving player (verified: 2,22-virtual-cameras). To bake a fixed look direction into the camera's own rotation instead, use Quaternion.fromLookAt(cameraPosition, targetPosition) in the camera's Transform.
VirtualCamera.create(entity) with no config is valid (defaults) — useful for a camera whose Transform you drive manually (see the controllable-camera pattern below).
VirtualCamera accepts an optional fov?: number field (field of view in degrees). When set, the virtual camera overrides the Explorer's default FOV for as long as it is the active MainCamera.virtualCameraEntity. Omitting it uses the Explorer's default. Verified against js-sdk-toolchain PBVirtualCamera commit 26cb9251.
Switching between cameras / deactivating: with MainCamera already present, mutate it via MainCamera.getMutableOrNull(engine.CameraEntity); set virtualCameraEntity to another VirtualCamera entity to cut/transition to it, or to undefined to return to the player's normal camera (verified: 2,22-virtual-cameras). Only one VirtualCamera is active at a time (MainCamera.virtualCameraEntity holds a single entity).
You cannot move the player's real camera directly. To move a camera under scene control, drive the Transform of an active VirtualCamera entity each frame; while it is the MainCamera.virtualCameraEntity, the player sees through it (verified: 2,22-virtual-cameras controllable camera). Pair with InputModifier (advanced-input) to disable avatar movement so WASD drives the camera instead.
Tracking Camera Position
Poll camera position each frame by reading Transform.get(engine.CameraEntity).position inside a system. For a full worked zone-tracking system (cameraZoneSystem), see {baseDir}/references/camera-patterns.md → "Tracking Camera Position (camera zone system)".
Camera and Colliders
When a player's camera moves in 3rd person mode, the camera might be blocked by colliders or not, depending on the collision layers assigned to the entities. To avoid the camera from going through walls, you must assign both the ColliderLayer.CL_PHYSICS and the ColliderLayer.CL_POINTER layers to the entities that you want to block the camera.
// NO CAMERA GOING THROUGH THE WALL
// default (both pointer and physics use the invisible geometry)
GltfContainer.create(myEntity, {
src: '/models/myModel.gltf',
})
// NO CAMERA GOING THROUGH THE WALL
// Both use the same invisible geometry
GltfContainer.create(myEntity2, {
src: '/models/myModel.gltf',
invisibleMeshesCollisionMask:
ColliderLayer.CL_PHYSICS | ColliderLayer.CL_POINTER,
})
// NO CAMERA GOING THROUGH THE WALL
// Both use the same visible geometry
GltfContainer.create(myEntity2, {
src: '/models/myModel.gltf',
visibleMeshesCollisionMask:
ColliderLayer.CL_PHYSICS | ColliderLayer.CL_POINTER,
})
// YES CAMERA GOES THROUGH THE WALL
// physics and pointer are on different layers
GltfContainer.create(myEntity2, {
src: '/models/myModel.gltf',
invisibleMeshesCollisionMask: ColliderLayer.CL_PHYSICS,
visibleMeshesCollisionMask: ColliderLayer.CL_POINTER,
})
// YES CAMERA GOES THROUGH THE WALL
// physics and pointer are on different layers
GltfContainer.create(myEntity2, {
src: '/models/myModel.gltf',
invisibleMeshesCollisionMask: ColliderLayer.CL_POINTER,
visibleMeshesCollisionMask: ColliderLayer.CL_PHYSICS,
})
Common Patterns
For full worked patterns, see {baseDir}/references/camera-patterns.md:
- Camera-Triggered Events — use camera position/proximity to trigger actions when the player looks at an area.
- Following an NPC (camera-follows-NPC) — track an NPC by driving a VirtualCamera's Transform each frame (guardrail on why this works lives in the VirtualCamera section above).
- Mouselook Camera (FPS-style) — drive a VirtualCamera with
PrimaryPointerInfo.screenDelta(pixel delta per frame, keeps working while cursor is locked). Accumulate into yaw/pitch, clamp pitch [-85,+85], combine with PointerLock + InputModifierdisableAll. Desktop only (screenDelta always 0 on mobile). See{baseDir}/references/camera-patterns.md→ "Mouselook Camera". - Spectate Mode (observer / director / replay camera) — toggle the player from avatar movement into a free-roaming or player-following camera: two-entity yaw/pitch rig, WASD/E/F/1/2 controls,
onEnterScene/onLeaveSceneplayer roster, InputModifier freeze, and parcel-bounds clamping (the engine disables VirtualCameras outside parcel bounds). See{baseDir}/references/camera-patterns.md→ "Spectate Mode".
Freezing player during cutscenes? Combine VirtualCamera with
InputModifierfrom the advanced-input skill to prevent player movement during cinematic sequences.
Example scenes
- https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/2,22-virtual-cameras — multiple VirtualCameras: static,
Speed/Timetransitions,lookAtEntity: engine.PlayerEntity, a Tween-driven moving camera, a WASD-controllable camera (driving the VirtualCamera Transform each frame), plusCameraModeAreaandAvatarModifierArea. - https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/0,5-primary-cursor-info — activating/deactivating VirtualCameras with
MainCameratoggled by key input, combined with InputModifier. - https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/32,20-virtual-camera-mouse-look — mouselook camera:
PrimaryPointerInfo.screenDeltadriving VirtualCamera yaw/pitch while pointer is locked, withInputModifierdisableAll and PointerLock control. Reference implementation for the mouselook pattern. - https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/33,20-spectate-mode — spectate mode: free-roaming / player-following camera in one self-contained module (
src/spectate.ts): two-entity yaw/pitch rig, player roster, WASD/E/F/1/2 controls, parcel-bounds clamping. Reference implementation for the spectate pattern. - https://github.com/decentraland/sdk7-test-scenes/tree/main/scenes/9,99-modifier-areas —
CameraModeAreaforcingCameraType.CT_FIRST_PERSONinside a rotated 4x4x4 volume, rendered as a translucent box so the trigger volume is visible. A click handler moves the area'sTransformto show the area follows the entity; a commented-out branch shows mutatingmodein place viaCameraModeArea.getMutable(). Sits alongside anAvatarModifierAreain the same scene.