The Pseudo3D view type places the camera in a 2.5D view, allowing the camera to look at the character from the side. The Pseudo3D (2.5D) movement type should be used in conjunction with this view type. If the 2.5D movement type is active and references a path then the camera will follow that path.
Look Direction Distance
The distance that the character should look ahead.
The forward axis that the camera should adjust towards.
The distance to position the camera away from the anchor.
Vertical Dead Zone
The camera will readjust the position/rotation if the character moves outside of this vertical dead zone.
The amount of smoothing to apply to the movement. Can be zero.
The amount of smoothing to apply to the rotation. Can be zero.
Depth Look Direction
Should the look direction account for depth offsets? This is only used when the mouse is visible.
Secondary Position Spring
The positional spring which returns to equilibrium after a small amount of time (for recoil).
Secondary Rotation Spring
The rotational spring which returns to equilibrium after a small amount of time (for recoil).