Camera
The CAMERA component determines where and how the game view is seen from. A new scene has one Camera entity. This page lists the CAMERA fields and covers how the camera follows the ball in games the AI builds.
Field names and defaults were read from a new scene in the oasisw.ai editor (version shown as OasisW 7e2aa65) on 2026-10-29. In a new scene, Camera has Position 4, 3.5, 4 and Rotation -30, 45, 0.
Create a camera
Click HIERARCHY + → Camera → Perspective or Orthographic. In our test, the new camera was named Camera, the same as the existing camera. If your game has scripts that find the camera by name, rename it right away.
Preview
Select a camera entity in HIERARCHY and a small view from that camera appears in the top-left corner of the viewport. You can check what the game will show without Launch.
Fields
| Field | Default | Meaning |
|---|---|---|
| Clear Color Buffer | On | Clears the screen to Clear Color every frame before drawing |
| Clear Depth Buffer | On | Clears depth information every frame |
| Clear Color | Near-black gray | Background color where nothing is drawn. Hidden if there is a skybox |
| Depth Grabpass / Color Grabpass | Off / Off | Whether to copy the screen for effects such as refraction |
| Projection | Perspective | Perspective projection. Choose Orthographic for orthographic projection, where distant objects don't get smaller (2D and isometric games) |
| Frustum Culling | On | Skips drawing objects outside the view to save work |
| Field Of View | 45 | Vertical field of view (degrees). Larger values show more. With Orthographic, Ortho Height (default 4) appears instead: half of the visible vertical range |
| Near Clip / Far Clip | 0.1 / 1000 | Drawing distance range. Anything closer or farther is not visible |
| Priority | 0 | Drawing order when there are several cameras. Lower values draw first |
| Viewport | 0, 0, 1, 1 | Area of the screen it occupies (X, Y, width, height as ratios). Used for split screen |
| Layers | World, Depth, Skybox, Immediate, UI | Layers this camera draws |
| Tonemapping | Linear | How the brightness range is mapped to the screen (Filmic, Hejl, ACES, ACES2, Neutral) |
| Gamma | 2.2 | Color correction. Usually leave as is |
Cameras that follow, in AI-built games
Games the AI builds often have a script on the camera that makes it follow the ball or character. In that case, even if you change the camera's Position in the editor, the script sets the position again when the game starts. To change the follow distance or height, find the distance attribute in the camera entity's SCRIPT fields and change it (Change script attribute values). Attribute names differ from run to run. Pending Survey camera script attribute names across 3 AI-built games