Camera effect files control how the camera responds to gameplay events. The system has three layers: CameraEffect files trigger a named camera shake with an intensity value, CameraShake files define the actual oscillation curves for first-person and third-person views, and ViewBobbing files produce rhythmic camera motion during movement states. Together they add visceral feedback to combat strikes, footsteps, and traversal.
File Location
Assets/Server/Camera/
CameraEffect/
Battleaxe/
Battleaxe_Bash.json
Battleaxe_Sweep.json
Battleaxe_Swing_Horizontal.json
...
Block/
Crossbow/
Daggers/
Greatsword/
Longsword/
Spear/
Warhammer/
CameraShake/
Battleaxe/
Battleaxe_Bash.json
Battleaxe_Sweep.json
...
Daggers/
Greatsword/
Longsword/
Spear/
Warhammer/
ViewBobbing/
Climbing.json
Crouching.json
Flying.json
Idle.json
Mounting.json
None.json
Running.json
Sliding.json
Sprinting.json
SprintMounting.json
Swimming.json
Walking.json
Schema
CameraEffect
Field
Type
Required
Default
Description
Type
string
Yes
—
Effect type. Currently "CameraShake" is the only supported type.
CameraShake
string
Yes
—
ID of the camera shake definition to play. Resolves to a file in CameraShake/.
Intensity
IntensityConfig
Yes
—
Controls the strength of the effect.
IntensityConfig
Field
Type
Required
Default
Description
Value
number
Yes
—
Intensity multiplier applied to the shake. Typical values range from 0.01 to 0.1.
CameraShake
Camera shake files define oscillation behaviour separately for first-person and third-person perspectives.
Field
Type
Required
Default
Description
FirstPerson
ShakeView
No
—
Shake configuration for first-person camera.
ThirdPerson
ShakeView
No
—
Shake configuration for third-person camera.
ShakeView
Field
Type
Required
Default
Description
Duration
number
No
0
Total duration in seconds. 0 means the shake plays once through its oscillation cycles.