Cameras in Stingray are your way of viewing your game world. Because they are necessary to see your world at all, they are one of the most essential parts of Stingray. Every game has at least one camera but often games will have many.
For video tutorials on controlling game cameras, check out Controlling Game Cameras in Stingray.
Create a camera from the Create panel.
In the Flow Editor, assign your camera as the active camera.
Click the Play icon in the Toolbar, and you can now press C to assume your new camera.
By default, Stingray sets up clipping planes with expected distances for general real world scale. This may not be ideal for your project and sometimes you'll need to adjust your clipping planes accordingly.
To adjust clipping planes in the viewport:
To adjust clipping planes in-game:
In Level Flow, access the camera with the Get Current Camera node, then use the Set Near Range and Set Far Range nodes to set distances as needed.
You can control camera movement with many different methods.
The default “fly mode” cameras found in some of the default Stingray Template projects can be useful to switch to and from. Unfortunately, because they are not level units they can be tricky to get at. You can use this simple bit of Flow code to store those cameras for use later on. Use this trick to store any camera so that you can return to it.