Camera Rig
Moves a scene camera object so it follows a target, looks at it, or both — a chase camera behind a car, a camera that keeps a player in frame. New in 1.27; find it in the palette under Game.
Output: effect (wire into an Object Selector that picks a camera)
Inputs
| Handle | Type | Meaning |
|---|---|---|
| target | object | what to follow and look at — an Object Selector |
| offset | vector3 | the offset from the target; wire a Vector3 here instead of using ox / oy / oz |
Parameters
| Parameter | Default | Meaning |
|---|---|---|
| mode | both | both, follow (position only) or lookat (turn only) |
| space | world | world, or target: the offset turns with the target — use it for a chase camera that stays behind a car |
| ox / oy / oz | 0 / 2 / 5 | the offset from the target, in metres |
| damping | 0.25 | seconds of lag; 0 follows rigidly |
| aim | 0 | a height above the target to look at |
Practical example
A chase camera for a car:
- Add a camera: right-click ▸ Add ▸ Camera ▸ Perspective.
- Add a Camera Rig and wire it into an Object Selector that picks the camera. (Or put the Camera Rig in the camera's own graph, where it moves that camera with no Object Selector.)
- Wire a second Object Selector, picking the car, into target.
- Set space to target. The offset is now measured along the car's own axes: the defaults (oy 2, oz 5) put the camera 2 m up and 5 m along the car's Z axis — if it ends up in front of the car, make oz −5. The camera now stays behind the car and turns with it.
- To see through the camera, use Set Active Camera or the camera's Preview.

Limits
- It moves camera objects only. Wired to anything else it does nothing, and a toast says so.
- It never moves the editor view or another player's view. Every player's copy of the camera follows on their own screen.
- While a rig is attached, the rig decides where the camera is. Remove the rig and the camera goes back to where you placed it.
Tip
The older Camera Follow node (under Character) moves the player's view behind an object. Camera Rig moves a camera object instead, so a game can cut between several rigged cameras with Set Active Camera.