This article's documentation is for Source 2. Click here for more information.

Sky camera (Source 2): Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
 
Line 1: Line 1:
{{LanguageBar}}
{{LanguageBar}}
{{Tabs|source=1|source2=1|main=source|sky_camera}}
{{TabsBar|main=sky_camera}}
{{Confirm|Confirm if some of the Source 1 stuff works the same or differently in Source 2.}}
{{Confirm|Confirm if some of the Source 1 stuff works the same or differently in Source 2.}}
{{this is a|point entity|name=sky_camera|engine=Source 2|sprite=1}} It is used to mark the position of the map's origin inside the [[3D Skybox]]. As your position changes relative to the maps origin it will be scaled and applied relative to the <code>sky_camera</code>.
{{this is a|point entity|name=sky_camera|engine=Source 2|sprite=1}} It is used to mark the position of the map's origin inside the [[3D Skybox]]. As your position changes relative to the maps origin it will be scaled and applied relative to the <code>sky_camera</code>.

Latest revision as of 04:18, 9 November 2025

English (en)Translate (Translate)
Edit Tabs
Confirm:Confirm if some of the Source 1 stuff works the same or differently in Source 2.
Sky camera.png

sky_camera is a point entity available in all Source 2 Source 2 games. It is used to mark the position of the map's origin inside the 3D Skybox. As your position changes relative to the maps origin it will be scaled and applied relative to the sky_camera.

When the map is compiled, the areas containing sky_camera(s) are skipped during vis calculations. This can be overridden by -forceskyvis on resourcecompiler[confirm].

By default, only one sky_camera may be active at a time and it cannot move.