Every Asset type comes with a default camera to display what is shown in the viewport.
Cameras can be added to a Scene by right-clicking in the Scene Hierarchy and selecting Add Camera, or by way of the Creation Panel Camera button.
Once added to a Scene, Transformations (Move and Rotate) may be used to position the Camera appropriately.
Perspective (Default) -- Perspective cameras simulate object foreshortening; objects will appear bigger or smaller in size, depending on their distance from the camera.
Orthographic -- Orthographic projections shoot parallel rays from the camera. As a result, all objects appear the same in size, despite their distance from the lens. Orthographic projections come in handy for precise measurements when creating architectural and engineering renderings.
Field of View and Focal Length (mm) - control your camera's depth projection to simulate a realistic lens effect.
Selection between Field of View and Focal Length changes the panel view. Selecting Field of View exposes a Field of View slider. Selecting Focal Length exposes Film Size and Focal Length (mm)
Both parameters are dependent and work hand in hand. Increasing the Field of View value will automatically decrease the Focal Length value accordingly, and vice versa.
Controls the proportional relationship between width and height of your camera view. The most common Aspect Ratio for HD widescreen television is 1.78 (16:9). Older standard definition televisions use an Aspect Ratio of 1.33 (4:3), while a traditional cinema screen is 1.85:1.
Every camera comes with two visibility clipping planes. One controls the visibility of objects closer to the camera (Near Clip), the other controls the visibility of objects farther away (Far Clip).
Do not use a magnitude greater than 2 between near and far clipping planes. For example, if the near plane clips at 0.2, the maximum setting for the Far Clip should be 20.
This is the default mode of the Camera. Used in conjunction with Target Node, everything, including the background, orbits around the target.
In first-person mode, only the camera moves, the objects and environment remain static.
Node (Turn - Table)
In Turn Table Mode, the Target Node rotates on the x-axis while all other scene elements remain static. In the scene below, the bottom book has been set as the Target Node
Regardless of Camera orientation, selecting any node from a scene will guarantee that the camera frames that node once the scene is loaded in the player.
Keep Player Changes
When setting up multiple cameras, it can be useful to take control of the camera in order to frame the shot effectively. If this boolean is set to true, whatever changes (zooming in/out, changing the cameras orientation, etc.) made while the artist is viewing through said camera will be retained. If set to false, the artist is free to view the scene via the camera, but its settings will be reset to the original settings, regardless of the actions taken by the artist while viewing the scene.
Setting this Boolean to true makes visible the Camera's frustum. This exposes a color picker to adjust the color of the Frustum as well as a Boolean to show the near and far clip of the camera.
Displays the Near and Far clipping within the visible Frustum
Longitude, Latitude, and Zoom Distance may all be constrained. Upon adding a camera to a scene, all constraints are disabled by default.
Below is the Scene with no constraints on the Camera, in default Orbit Mode.
Setting Longitude to Enabled (World Space) allows for setting minimum and maximum values for longitudinal rotation of the camera
Setting Latitude to Enabled (World Space) allows for setting minimum and maximum values for latitudinal rotation of the camera
Setting Zoom Distance to Enabled (Relative Distance) allows for setting the Minumum and Maximum Distance Offsets.
When set to true, the camera is selectable within the scene. When set to false, it is not selectable within the scene.
When set to true, the selected camera is visible within the scene. When set to false the camera is not visible within the scene.
While in Editor Mode, for scenes with multiple cameras, the Camera button in the Viewport may be used to switch between cameras.
This can also be automated by making use of the "set active camera" action within a Visual Rule.
To return to a view which shows all scene elements, use the Camera helper and switch back to Perspective