360 lookaround camera
Use mouse and touch to rotate the camera and look around a scene for a panoramic or first-person style viewer.
Use mouse and touch to rotate the camera and look around a scene for a panoramic or first-person style viewer.
Add camera entities so your scene renders to the screen and learn the minimum editor setup for a visible view.
Keep planes facing the camera for trees, flares, and sprites that always show their front toward the viewer.
Animate a camera along a spline path through waypoints for flythroughs and guided cinematic motion.
Use camera and light mask groups so specific lights and views only affect chosen models in layered scenes.
Render from a camera to a texture and export pixels as a PNG for captures and sharing from your app.
Layer particle emitters with camera shake to sell an explosion impact and debris burst in real time.
Implement first-person movement with rigidbody forces, mouse look, and an optional child camera rig.
Extend first-person controls with jumping and navigation as a starter for FPS-style movement prototypes.
Place clickable hotspots in the 3D view that open info panels using raycasts and screen overlays.
Request pointer lock on click to capture the mouse for first-person look, hiding the cursor while movement drives the camera.
Script camera components to change FOV, position, and active camera at runtime for zooming, cuts, and multi-camera setups.
Combine multiple cameras and render layers to mix screen-space UI with world-space elements in one PlayCanvas scene.
Split the canvas into separate camera viewports by adjusting each camera rectangle for picture-in-picture or split-screen views.
Implement an orbit camera with mouse and touch, including scroll-wheel zoom and pinch-to-zoom around a focal entity.
Smoothly move and aim the camera toward a world-space target so clicks or events frame important locations in the scene.
Convert pointer coordinates into per-camera rays when using split viewports so picking hits the correct 3D region in each pane.
Render a 3D preview with a dedicated camera into UI elements such as inventory icons or character selection panels.
Ease the camera between positions and orientations each frame using vector lerp and quaternion slerp for cinematic motion.
Follow a controllable character with a chase camera while handling input and physics for a basic third-person movement rig.
Combine WebXR AR with the DOM overlay API to place styled HTML/CSS UI above the camera feed without custom WebGL text.
Cast rays into real-world geometry with the WebXR hit-test API to anchor virtual objects on detected floors and tables.
Track printed reference images in AR and align 3D content to their pose using the WebXR image-tracking extension.
Subscribe to WebXR plane detection updates to visualize floor and table estimates for anchoring content to real surfaces.
Project 3D world positions into screen-space anchors so labels and markers track moving objects on the 2D overlay.