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Camera & Presets

The Camera tab gives you quick access to preset viewing angles commonly used in 2D game art, plus manual controls for fine-tuning.

Camera Presets

Choose a preset that matches your game's perspective:

Preset Elevation Use Case
Top-Down 90° Overhead view (dungeon crawlers, strategy)
Isometric 45° Classic isometric (RPGs, RTS)
Isometric Reverse 225° Opposite isometric angle
¾ RPG 55° Action RPGs, Zelda-style
Dimetric 35° Dimetric projection
Side-Scroller Platformers, fighting games
Shooter Various First-person / shooter perspectives

Camera Distance

Use the Distance slider in the Camera tab to zoom in or out. A larger distance shows more of the model; a smaller distance fills the frame.

Perspective vs Orthographic

The main camera can render in either Perspective or Orthographic mode.

  • Perspective keeps natural depth foreshortening. Objects farther from the camera appear smaller.
  • Orthographic removes perspective distortion. This is useful for isometric, tactical, pixel-art, and engine-facing sprite work where consistent scale matters.

You can switch camera type from the camera/settings controls and from workflow setup. The active camera type is used consistently by the editor viewport, workflow preview, workflow capture, and exported frames.

Orthographic uses zoom-like framing instead of perspective field-of-view. If a scene looks too close or too far after switching modes, adjust the orthographic zoom or use a fit/framing action for the selected model.

Manual Orbit

In the 3D viewport you can manually orbit the camera:

  • Left-click + drag — Orbit around the model.
  • Scroll wheel — Zoom in/out.
  • Right-click + drag — Pan the camera.

After manually orbiting, re-applying a preset will snap the camera back to that preset angle.

Multi-Angle Workflows

If you need to export the same model from multiple directions (e.g. 8-directional walk cycles), use Workflows instead of manually rotating the camera. See the Workflows doc for details.

Workflow camera settings include the same perspective/orthographic choice as the main viewport. This lets you preview and capture a whole directional set with the projection style you intend to ship.