Camera Controls and Navigation
StorySplat offers several ways to navigate and view your 3D scenes, allowing for both guided presentations and free exploration. Understanding these controls and modes is key to creating and experiencing compelling stories.
Navigation Modes
StorySplat provides distinct camera modes, each suited for different purposes. You can switch between allowed modes using the controls provided in the exported view or the editor UI. The default mode and allowed modes can be configured during the export process.
Tour Mode π
- Behavior: The camera automatically follows the path defined by your waypoints when the user scrolls or when autoplay is enabled. User control via keyboard/mouse is disabled.
- Use Case: Ideal for presenting a guided story or showcasing specific viewpoints in a predetermined sequence.
- Controls:
- Scroll Wheel/Trackpad: Moves the camera forward or backward along the defined path.
- On-Screen Buttons (if enabled): Navigate between waypoints or by percentage increments.
- Autoplay (if enabled): Automatically moves the camera along the path at a set speed.
Explore Mode πΊοΈ
- Behavior: Provides complete freedom of movement using standard first-person controls. The camera path is ignored.
- Use Case: Allows users to freely investigate the scene from any angle or position. Best for detailed examination or self-guided discovery.
- Controls:
- W/A/S/D: Move camera forward, left, backward, right.
- Q/E: Move camera vertically up/down.
- Mouse Drag (Left Button): Rotates the camera view (look around).
- I/P: Roll the camera clockwise/counter-clockwise.
- Scroll Wheel/Trackpad: No effect on position (camera speed affects movement speed).
Hybrid Mode π
- Behavior: Combines Tour and Explore modes. The camera follows the waypoint path based on scroll input but allows the user to break away and explore freely at any point using mouse/keyboard controls. When the user stops exploring and scrolls again, the camera smoothly transitions back to the path.
- Use Case: Excellent for interactive storytelling where users can follow a guide but also deviate to look closer at points of interest.
- Controls: Combines controls from both Tour and Explore modes. Scroll controls path progression; WASD/QE/Mouse controls free exploration.
Walk Mode πΆ
- Behavior: A variation of Explore Mode that simulates walking. Gravity is applied, and the camera collides with designated collision meshes. Requires at least one "floor" type collision mesh to be defined in the scene.
- Use Case: Provides a more grounded, realistic first-person experience, simulating walking through a space. Ideal for architectural walkthroughs or virtual tours.
- Controls: Same as Explore Mode (WASD/Mouse/IP), but movement is constrained by gravity and collisions. Q/E keys do not move the camera vertically in Walk Mode.
- Requirement: A collision mesh designated as "floor" must exist in the scene.
Edit Mode (Editor Only) βοΈ
- Behavior: An Arc Rotate camera centered initially on the scene origin or last focal point. Allows orbiting, panning, and zooming around a focal point. This mode is primarily for scene setup within the editor. Double-clicking on a mesh or splat sets the orbit target to that point.
- Use Case: Scene editing, precise object placement, waypoint setup.
- Controls:
- Left Mouse Drag: Orbit around the focal point.
- Right Mouse Drag / Alt + Left Drag: Pan the camera.
- Scroll Wheel / Pinch: Zoom in/out.
- Double Click: Set a new focal point on the clicked surface.
Key Controls Summary
Action | Keys | Modes Applicable |
---|---|---|
Move Forward/Back/Left/Right | W /S /A /D |
Explore, Hybrid, Walk |
Move Up/Down | Q /E |
Explore, Hybrid |
Look Around | Mouse Drag (Left) | Explore, Hybrid, Walk |
Roll Camera | I / P |
Explore, Hybrid, Walk |
Move Along Path | Scroll Wheel | Tour, Hybrid |
Orbit (Editor Only) | Mouse Drag (Left) | Edit |
Pan (Editor Only) | Mouse Drag (Right) | Edit |
Zoom (Editor Only) | Scroll Wheel | Edit |
Set Orbit Target (Editor) | Double Click | Edit |
Camera Settings (Customizable)
These settings can be adjusted in the "Settings" menu within the editor to fine-tune the camera behavior:
- Scroll Speed: Controls how fast the camera moves along the path in Tour/Hybrid modes when scrolling.
- Free Fly Speed: Adjusts the movement speed when using WASD/QE in Explore/Hybrid/Walk modes.
- Rotation Friction (Sensitivity): Determines how quickly the camera rotates in response to mouse movement (lower values = faster rotation).
- FOV (Field of View): Changes the camera's viewing angle (wider or narrower). Can also be set per-waypoint.
- Near/Far Clipping Distance: Sets the minimum and maximum distance at which objects are rendered.
- Invert Camera Rotation: Flips the vertical mouse look direction.
Next: Collision System