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Allow an editor to pilot a scene camera, align a scene camera to the current editor view, and preview the active game camera in the viewport. This closes the practical handoff between free editor navigation and authored gameplay/cinematic cameras.
Context
The editor FlyCamera is deliberately independent from scene camera actors. That separation must remain: piloting is an explicit temporary mode, never an accidental write to an actor transform. Camera selection should build on the Outliner selection model (#672) and coexist with editor camera navigation from #784.
What needs to be done
Define explicit Enter Pilot, Exit Pilot, Align Active Camera to View, and Preview Active Camera commands.
Add a small camera-mode state machine that preserves/restores the editor camera state when piloting begins and ends.
Synchronize pilot movement to the selected scene-camera actor through its transform/component contract.
Add viewport status feedback for editor, pilot, and game-camera-preview modes.
Specify undo/redo behavior: one meaningful transform command for an interaction, with no edit when merely previewing.
Define safe behavior for deleted, hidden, invalid, or non-selected cameras while piloting.
Type
Overview
Allow an editor to pilot a scene camera, align a scene camera to the current editor view, and preview the active game camera in the viewport. This closes the practical handoff between free editor navigation and authored gameplay/cinematic cameras.
Context
The editor FlyCamera is deliberately independent from scene camera actors. That separation must remain: piloting is an explicit temporary mode, never an accidental write to an actor transform. Camera selection should build on the Outliner selection model (#672) and coexist with editor camera navigation from #784.
What needs to be done
Resources
Tetragrama/Controllers/EditorCameraController.cppZEngine/ZEngine/Rendering/Cameras/FlyCamera.*Testing
Acceptance criteria
Estimated effort
4–7 days