Camera node for 2D scenes. Camera node for 2D scenes. It forces the screen (current layer) to scroll following this node. This makes it easier (and faster) to program scrollable scenes than manually changing the position of [CanvasItem]-based nodes. Cameras register themselves in the nearest [Viewport] node (when ascending the tree). Only one camera can be active per viewport. If no viewport is available ascending the tree, the camera will register in the global viewport. This node is intended to be a simple helper to get things going quickly, but more functionality may be desired to change how the camera works. To make your own custom camera node, inherit it from [Node2D] and change the transform of the canvas by setting [member Viewport.canvas_transform] in [Viewport] (you can obtain the current [Viewport] by using [method Node.get_viewport]). Note that the [Camera2D] node's [code]position[/code] doesn't represent the actual position of the screen, which may differ due to applied smoothing or limits. You can use [method get_camera_screen_center] to get the real position. https://godotengine.org/asset-library/asset/120 https://godotengine.org/asset-library/asset/112 https://godotengine.org/asset-library/asset/110 Aligns the camera to the tracked node. Forces the camera to update scroll immediately. Returns the camera position. Returns the location of the [Camera2D]'s screen-center, relative to the origin. Returns the specified [enum Side]'s margin. See also [member drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and [member drag_right_margin]. Returns the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right]. Sets the camera's position immediately to its current smoothing destination. This has no effect if smoothing is disabled. Sets the specified [enum Side]'s margin. See also [member drag_bottom_margin], [member drag_top_margin], [member drag_left_margin], and [member drag_right_margin]. Sets the camera limit for the specified [enum Side]. See also [member limit_bottom], [member limit_top], [member limit_left], and [member limit_right]. The Camera2D's anchor point. See [enum AnchorMode] constants. If [code]true[/code], the camera acts as the active camera for its [Viewport] ancestor. Only one camera can be current in a given viewport, so setting a different camera in the same viewport [code]current[/code] will disable whatever camera was already active in that viewport. The custom [Viewport] node attached to the [Camera2D]. If [code]null[/code] or not a [Viewport], uses the default viewport instead. Bottom margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the bottom edge of the screen. If [code]true[/code], the camera only moves when reaching the horizontal (left and right) drag margins. If [code]false[/code], the camera moves horizontally regardless of margins. The relative horizontal drag offset of the camera between the right ([code]-1[/code]) and left ([code]1[/code]) drag margins. [b]Note:[/b] Used to set the initial horizontal drag offset; determine the current offset; or force the current offset. It's not automatically updated when the horizontal drag margin is enabled or the drag margins are changed. Left margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the left edge of the screen. Right margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the right edge of the screen. Top margin needed to drag the camera. A value of [code]1[/code] makes the camera move only when reaching the top edge of the screen. If [code]true[/code], the camera only moves when reaching the vertical (top and bottom) drag margins. If [code]false[/code], the camera moves vertically regardless of the drag margins. The relative vertical drag offset of the camera between the bottom ([code]-1[/code]) and top ([code]1[/code]) drag margins. [b]Note:[/b] Used to set the initial vertical drag offset; determine the current offset; or force the current offset. It's not automatically updated when the vertical drag margin is enabled or the drag margins are changed. If [code]true[/code], draws the camera's drag margin rectangle in the editor. If [code]true[/code], draws the camera's limits rectangle in the editor. If [code]true[/code], draws the camera's screen rectangle in the editor. Bottom scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit. Left scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit. Right scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit. If [code]true[/code], the camera smoothly stops when reaches its limits. This has no effect if smoothing is disabled. [b]Note:[/b] To immediately update the camera's position to be within limits without smoothing, even with this setting enabled, invoke [method reset_smoothing]. Top scroll limit in pixels. The camera stops moving when reaching this value, but [member offset] can push the view past the limit. The camera's relative offset. Useful for looking around or camera shake animations. The offseted camera can go past the limits defined in [member limit_top], [member limit_bottom], [member limit_left] and [member limit_right]. The camera's process callback. See [enum Camera2DProcessCallback]. If [code]true[/code], the camera rotates with the target. If [code]true[/code], the camera smoothly moves towards the target at [member smoothing_speed]. Speed in pixels per second of the camera's smoothing effect when [member smoothing_enabled] is [code]true[/code]. The camera's zoom relative to the viewport. Values larger than [code]Vector2(1, 1)[/code] zoom out and smaller values zoom in. For an example, use [code]Vector2(0.5, 0.5)[/code] for a 2× zoom-in, and [code]Vector2(4, 4)[/code] for a 4× zoom-out. The camera's position is fixed so that the top-left corner is always at the origin. The camera's position takes into account vertical/horizontal offsets and the screen size. The camera updates with the [code]_physics_process[/code] callback. The camera updates with the [code]_process[/code] callback.