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decentraland/sdk-skills226 installs

camera-control

Control camera behavior in Decentraland scenes. Covers CameraMode, CameraModeArea, VirtualCamera, MainCamera, and camera vs collider interactions. Use when the user wants camera control, cutscenes, forced camera modes, camera tracking, or a spectate / observer / replay / free-cam mode. Do NOT use for input restriction during cutscenes (see advanced-input for InputModifier) or cursor lock detection (see advanced-input for PointerLock).

How do I install this agent skill?

npx skills add https://github.com/decentraland/sdk-skills --skill camera-control
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The camera-control skill provides comprehensive documentation and implementation patterns for managing camera behavior in Decentraland scenes. All code snippets utilize official SDK libraries, and external references point exclusively to the vendor's own official test repositories. No security risks were identified.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

What does this agent skill do?

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). Defaults to 60 when omitted. When set, the virtual camera overrides the default FOV for as long as it is the active MainCamera.virtualCameraEntity. Verified against js-sdk-toolchain PBVirtualCamera commit 26cb9251 and docs commit 717227a.

Choosing a value:

  • Wider (higher, e.g. 90) — shows more of the scene at once and creates a sense of speed. Good for racing and vehicle cameras.
  • Narrower (lower, e.g. 35-45) — zooms in and flattens perspective. Good for aiming down sights and cinematic shots.
  • Very wide values distort at the frame edges; keep a fixed framing camera near the default unless the distortion is the point.

Teardown order matters — clear the binding first, delete the entity later. Removing a VirtualCamera entity in the same frame you stop using it makes the view jump, and removing it before clearing MainCamera.virtualCameraEntity leaves the engine bound to a dead entity, which drops the view to the player's feet.

The safe sequence (verified in 33,20-spectate-mode):

  1. Set MainCamera.virtualCameraEntity = undefined.
  2. Leave the VirtualCamera entity (and its rig parents) alive for ~1 second so the renderer can blend back to the player camera.
  3. Then engine.removeEntity(...) the rig.
let rigDestroyTimer = 0
function rigDestroySystem(dt: number) {
  rigDestroyTimer += dt
  if (rigDestroyTimer < 1) return
  engine.removeSystem(rigDestroySystem)
  if (rigCamera) engine.removeEntity(rigCamera)
  if (rigRoot) engine.removeEntity(rigRoot)
}
// in disableSpectate(): clear MainCamera, restore input, then
rigDestroyTimer = 0
engine.addSystem(rigDestroySystem)

If the camera is reused rather than one-shot, simply keep the entity around and skip the delete.

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 + InputModifier disableAll. screenDelta is top-left origin, y grows downward, so pitch adds delta.y (pitch + delta.y * SENS) — subtracting it inverts the vertical axis. 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/onLeaveScene player 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 InputModifier from the advanced-input skill to prevent player movement during cinematic sequences.

Example scenes

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/decentraland/sdk-skills/camera-control">View camera-control on skillZs</a>