
Interface and readouts · R.E.P.O. v0.4.0 · read from a local copy
The camera that follows you
A component of its own positions the camera.
The view in R.E.P.O. is placed by a component of its own: it holds the player's transform, an offset in all three axes, the camera controller it drives and a smoothing value.
What the game establishes
- A component of its own positions the camera. (checked against the game's own files)
- It follows the player's own transform, with an offset in each of the three axes. (checked against the game's own files)
- It drives a camera controller and smooths the position it arrives at. (checked against the game's own files)
- The camera has named movements of its own: a bob, a shake and a zoom, with separate positions for crouching and crawling. (checked against the game's own files)
- The camera knows when it is blocked: the build names a blocked and an unblocked state for each side. (checked against the game's own files)
In play
The camera is not welded to the player. There is a component whose job is to position the camera, which is why the view can lag and settle rather than moving as one rigid piece with the body.
It works from the player's own transform. The component holds the transform it follows, so what it tracks is the player rather than a point in the level.
The offset is in three axes. There is a separate offset for each axis, which is why a view can sit above and behind a player without being a single distance in front of them.
It drives a camera controller. The component refers to the camera controller it moves, so the same controller can be used for more than one way of positioning a view.
It smooths the result. There is a value for smoothing the position, which is why the camera catches up rather than snapping when a player turns or is thrown.
What this entry does not tell you: what the offset is set to, how much smoothing is applied, or how many cameras a run uses. We have not verified those numbers, so we do not print them.
Related
Interface and readoutsWhat being grabbed does to your viewA mixer effects object watches how far the camera is tilted.
Interface and readoutsHow your own condition is shownThe player's health display sits on a mesh with a parent of its own.
Playing with a crewThe lobby, the player list and getting readyThe game has a lobby menu and keeps the types of lobby that have been saved.Version and sources
A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 0.4.0.