Camera guides similar to "Light guides"

If you’re aware of the “RenderingTest” instance, you’d also know the fact that a camera model + frustum is displayed if said instance is selected in the explorer.
Because I want maximum information about 3D objects in my viewport, I find myself spending a lot of time adding behavior through plugins which should be already available by default in Studio.


In the picture above, I have coded a plugin that displays all cameras depending on their context (a red one can be visible in the background) because Studio lacks this.
The white camera in the back is the selected RenderingTest, while the one in the front is a closely-modelled mesh + barely visible frustum displayed by the plugin (which I’ll link soon).


Studio can display cameras, for some reason it just chooses not to.
(All of this without mentioning the possibility of using the draggers on cameras and not only)

2 Likes

100% agree. current camera handling in studio is absurdly basic. :speech_balloon:

​it’s baffling that we have to hack together plugins just to see the frustum or field of view in real-time, especially when Camera objects are such a core part of cinematic and gameplay sequences. the lack of native “gizmos” for cameras makes alignment tedious and strictly trial-and-error, which is the antithesis of a modern editor workflow.

​upvoted. having native, toggleable camera gizmos with adjustable FOV handles (instead of just transform handles) would save so much time.

:eyes: