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Camera Tab


Purpose

Displays live state for every Camera component active in the current scene. Supports non-destructive property editing during Play Mode without modifying the scene.

Available in both Edit Mode and Play Mode. Data updates every editor frame in Play Mode; on tab activation in Edit Mode.


Layout

Each camera renders as an expandable card. The card header shows the camera's GameObject name and enabled state. Cards are ordered by camera depth (lowest first).


Sub-Tabs

Each camera card contains three sub-tabs.

Basic

Field Editable Description
FOV Yes Field of view in degrees (perspective cameras only). Slider range 1°–179°.
FOV Presets Yes One-click preset buttons: VR 90°, FPS 75°, Film 60°, Portrait 45°, Tele 30°
Near Clip Yes Near clipping plane distance
Far Clip Yes Far clipping plane distance
Depth No Render depth (draw order)
Clear Flags No Skybox, Solid Color, Depth Only, or Don't Clear
Culling Mask No Layer mask of rendered layers
Target Display No Display output index

Advanced

Field Editable Description
Orthographic No Projection mode (perspective vs orthographic)
Orthographic Size No Half-height of the orthographic view volume
HDR No High dynamic range rendering state
MSAA No Anti-aliasing sample count
Occlusion Culling No Occlusion culling enabled state
Rendering Path No Use Graphics Settings / Forward / Deferred
Target Texture No Assigned RenderTexture (name, or None)
Allow Dynamic Resolution No Dynamic resolution enabled state

Diagnostics

Field Description
Position World-space position (live, read-only)
Rotation World-space Euler angles (live, read-only)
ACTIVE badge Green — camera was rendered this frame
Clip Ratio Warning Shown when Far/Near > 3333:1; indicates depth buffer precision risk

Alerts Generated

Condition Severity
Far/Near clip ratio > 3333:1 Warning
Two or more cameras at equal depth Warning
Camera with all culling layers disabled Info

Alerts appear in the Alerts tab and increment the stats bar counter.


Live Editing Behaviour

Property changes apply immediately. Changes are not written to the scene — they revert when Play Mode exits. To persist a change, edit the scene object directly after exiting Play Mode.


Card Actions

Button Action
Ping Highlights the camera's GameObject in the Hierarchy window
Copy Path Copies the full scene hierarchy path to the clipboard