Package-level declarations
Types
Cam lookat packet is used to make the camera look towards a certain coordinate in the build area. It is important to note that if this is sent together with a map reload, whether this packet comes before or after the map reload makes a difference - as the build area itself changes.
Cam look at eased coord is used to make the camera look towards a certain coordinate with various easing functions.
Cam move to packet is used to move the position of the camera to a specific coordinate within the current build area. It is important to note that if this is sent together with a map reload, whether this packet comes before or after the map reload makes a difference - as the build area itself changes.
Camera move to arc packet is used to move camera to a new coordinate with finer control behind it. This packet differs from CamMoveToCycles in that it will first move through a center coordinate before going towards the destination, creating a )-shape movement. An example image of this can be seen here
Camera move to cycles packet is used to move camera to a new coordinate with finer control behind it.
Cam rotate by is used to make the camera look towards an angle relative to the current camera angle. One way to think of this packet is that it adds values to the x and y angles of the camera.
Cam rotate to is used to make the camera look towards an angle relative to the current camera angle. One way to think of this packet is that it adds values to the x and y angles of the camera.
Cam smooth reset is used to smoothly reset camera back to the state where the user is in control, instead of it happening instantaneously.
Camera target packet is used to attach to camera on another entity in the scene. If the entity by the specified index cannot be found in the client, the camera will always be focused back on the local player. Furthermore, depth buffering (z-buffer) will be enabled if the WorldEntityTarget type is used. Other types will use the traditional priority system.
Camera target packet is used to attach to camera on another entity in the scene. If the entity by the specified index cannot be found in the client, the camera will always be focused back on the local player. Furthermore, depth buffering (z-buffer) will be enabled if the WorldEntityTarget type is used. Other types will use the traditional priority system.
Oculus sync is used to re-synchronize the orb of oculus camera to the local player in the client, if the value does not match up with the client's value. The client initializes this property as zero.