# Player Spectator

A player spectator is a free flying camera without a physical body, which is approximated with a sphere and therefore can collide with objects (however, it cannot push or interact with them).

As well as for a player actor, the viewing orientation of a player spectator in space is defined by 2 angles - theta and phi - and by the up vector that usually coincides with the Z axis:

• When changing the theta angle, the vertical view direction of the player actor changes.
• When changing the phi angle, the horizontal view direction and the basis of the player actor change.

A player spectator can be used to create a spectator mode that allows for observing the world. Due to collisions, movement of the camera can be limited.

Notice
As any transformation of a player forces it to recalculate its inner state (position, direction, angles and so on), the up direction of the player's viewport may become "negative forward". And then transformation will be recalculated by using this direction, causing flip of the player's basis. To avoid such flipping, the theta and phi angles should be recalculated by using the current viewing orientation of the player.

## Creating a Spectator#

To create a spectator camera, do the following:

1. On the Menu bar, choose Create -> Camera -> Spectator.

2. Place the camera somewhere in the world and specify the required parameters via the Parameters window.

## Editing a Player Spectator#

In the Node tab, you can adjust the bit masks, viewing frustum parameters, and the following parameters of the Player Spectator node:

Node tab, Player Spectator section

### Physical parameters#

View Direction X, Y, and Z values of the vector defining where the player's view is directed. Toggle on and off the player's ability to collide with other objects. A bit mask defining nodes the player is able to collide with. The radius of the player's sphere. The default velocity of the player. Sets the velocity of the spectator, which is used while the spectator runs (the run control state is pressed). The minimum theta angle (zenith angle, also known as pitch angle) that determines how far upward the player can look. The maximum theta angle (zenith angle, also known as pitch angle) that determines how far downward the player can look. The player's acceleration. The player's velocity damping with the time. The velocity of the player's turning action. The phi angle (azimuth angle, also known as yaw angle). This angle determines the horizontal viewing direction, i.e. left or right. The theta angle (zenith angle, also known as pitch angle). This angle determines the vertical viewing direction, i.e. upward and downward. The value is clamped between the minimum and the maximum theta angle. The number of contacts, in which the player's sphere participates.
Last update: 2019-11-28