> ## Documentation Index
> Fetch the complete documentation index at: https://docs.pixelatestudio.tomblack.ca/llms.txt
> Use this file to discover all available pages before exploring further.

# Camera Rigs

> Set up camera views, add 4, 8 or 16 directions at once, and share views with Camera Rigs.

Each camera view of a Pixelate Asset exports its own sprite sheets: one side view for a platformer, eight directions for a top-down game. This page shows how to set up views, add directions in one click, and share the same views across many assets with a Camera Rig asset.

## Views

The **Views** list sits at the top of the **Rendering** section of the Pixelate Asset Inspector. Every view has two settings:

| Setting | What it does |
| - | - |
| **Label** | The view's name. It is used in exported file names (for example `Player_Run_Right.png`), Animator Controller sub-state machines, Sprite Library categories and the Preview's view menu. |
| **Rotation** | The camera angle in degrees. **X** tilts the camera down toward the source: 0 looks straight ahead, 30 looks down at a top-down angle. **Y** orbits the camera around the source: 180 looks at the source's front, 0 at its back, 90 and 270 at its sides. **Z** rolls the camera and is usually 0. |

A new asset starts with one view, **Front**, at rotation (0, 180, 0).

* Click **+** to add a view (named `View 2`, `View 3` and so on, at rotation 0, 0, 0) and **−** to remove the selected one. Drag the handle on the left to reorder.
* Selecting a view in the list shows it in the [Preview](/guides/preview), and picking a view in the Preview's view menu selects it in the list.
* The first view is the one thumbnails show, and the default state of a generated Animator Controller belongs to it.

The capture camera is orthographic: the view's rotation changes the angle, never the size. The source stays centered on the **Camera Offset** in every view, so views orbit the same point. See [Framing](/guides/pixelate-asset#framing-cell-size-and-camera-offset).

<Tip>
  Pixelate Pro assumes your source faces **+Z**, Unity's forward direction, which is how most models import. If the Front view shows the back of your model, its forward axis points the other way: rotate the view's Y by 180, or fix the model's rotation in a prefab.
</Tip>

### Duplicate names

Each view needs its own name, because the name keeps its sheets, clips and Sprite Library categories apart. If two views share a name, a warning under the list says which ones. Until you rename one, Export and Save GIF add a number to the later one, such as `Right_2`.

## Add Directions

**Add Directions**, in the header of the Views list, adds evenly spaced views around the source in one step:

| Choice | Views added, in order | Step |
| - | - | - |
| **4 Directions** | S, W, N, E | 90° |
| **8 Directions** | S, SW, W, NW, N, NE, E, SE | 45° |
| **16 Directions** | S, SSW, SW, WSW, W, WNW, NW, NNW, N, NNE, NE, ENE, E, ESE, SE, SSE | 22.5° |

New views use the tilt (**Rotation X**) of the first view in the list, so set the first view's tilt before you add directions.

The labels name the way the character faces on screen, like a map with north up: **S** faces the viewer (Y 180), **W** faces screen left (Y 90), **N** faces away (Y 0) and **E** faces screen right (Y 270).

If the list already has views, a dialog asks what to do:

* **Replace** swaps the whole list for the new directions.
* **Append** adds only the directions the list doesn't have yet. It's offered only when some are missing. A direction is skipped when a view already has its name (ignoring case) or its angle, so you never get two views with the same name.

The change is one Undo step. In a narrow Inspector the button reads **Add**.

<img src="https://mintcdn.com/pixelate-studio/DbhZ9NuI41cwifFq/images/camera-rig-8-directions.png?fit=max&auto=format&n=DbhZ9NuI41cwifFq&q=85&s=f11504a28bcb7ceb56859ec3a013b689" alt="Views list after Add Directions > 8 Directions, showing views S, SW, W, NW, N, NE, E and SE with their Y rotations" data-og-width="1010" width="1010" data-og-height="1165" height="1165" data-path="images/camera-rig-8-directions.png" data-optimize="true" data-opv="3" srcset="https://mintcdn.com/pixelate-studio/DbhZ9NuI41cwifFq/images/camera-rig-8-directions.png?w=280&fit=max&auto=format&n=DbhZ9NuI41cwifFq&q=85&s=7e833242fee1b272959a6a4694361de5 280w, https://mintcdn.com/pixelate-studio/DbhZ9NuI41cwifFq/images/camera-rig-8-directions.png?w=560&fit=max&auto=format&n=DbhZ9NuI41cwifFq&q=85&s=ee5e67df4a88e517e3f0f169cf9c2231 560w, https://mintcdn.com/pixelate-studio/DbhZ9NuI41cwifFq/images/camera-rig-8-directions.png?w=840&fit=max&auto=format&n=DbhZ9NuI41cwifFq&q=85&s=2c1b55181f1c18ff9ad9396a984f1e3b 840w, https://mintcdn.com/pixelate-studio/DbhZ9NuI41cwifFq/images/camera-rig-8-directions.png?w=1100&fit=max&auto=format&n=DbhZ9NuI41cwifFq&q=85&s=8f5163ed7a3e073db7ba4d69ae0bff7b 1100w, https://mintcdn.com/pixelate-studio/DbhZ9NuI41cwifFq/images/camera-rig-8-directions.png?w=1650&fit=max&auto=format&n=DbhZ9NuI41cwifFq&q=85&s=54384ecdab326517655d457fe4d10e42 1650w, https://mintcdn.com/pixelate-studio/DbhZ9NuI41cwifFq/images/camera-rig-8-directions.png?w=2500&fit=max&auto=format&n=DbhZ9NuI41cwifFq&q=85&s=fd7fee7b7f258e0ecfbd425677e8147f 2500w" />

## Typical setups

| Game style | Views (Label: Rotation X, Y, Z) | Notes |
| - | - | - |
| Single view (props, icons, effects) | Front: 0, 180, 0 | The default. For a prop seen from above, tilt X to 30. |
| Side-scroller | Right: 0, 270, 0 and Left: 0, 90, 0 | Same as the **CamRig\_Sidescroller** sample. To save texture memory, export only Right and flip the sprite in your game with the SpriteRenderer's **Flip X**. Keep both views if the lighting or the model isn't symmetrical. |
| Top-down, 4 directions | S: 30, 180, 0 · W: 30, 90, 0 · N: 30, 0, 0 · E: 30, 270, 0 | Set the first view's X to 30, then **Add Directions > 4 Directions** with Replace. Use X 45 to 60 for a steeper view. |
| Top-down, 8 directions | S, SW, W, NW, N, NE, E, SE at X 30; Y 180, 135, 90, 45, 0, 315, 270, 225 | Same as the **CamRig\_TopDown8** sample. |
| Isometric, 4 diagonals | SW: 30, 135, 0 · NW: 30, 45, 0 · NE: 30, 315, 0 · SE: 30, 225, 0 | X 30 gives the 2:1 look common in pixel art; use 35.26 for true isometric. For 8 directions, add the 8 Directions preset at X 30. |

## Share views with a Camera Rig asset

Views live on the Pixelate Asset by default. To use the same views on many assets, for example every 8-direction character, save them as a **Camera Rig** asset and link it. Edit the rig once and every linked asset follows.

### Link a Camera Rig

Use the **Camera Rig** field above the Views list:

* **Drag in or pick a rig** to link it. The rig's views replace the asset's views.
* **Clear the field** (select it and press **Delete**, or pick **None**) to unlink. The views stay on the asset, now as its own.

### The ⋮ menu

The **⋮** button next to the Camera Rig field has three commands:

| Command | What it does | Available |
| - | - | - |
| **Save As...** | Saves the current views as a new Camera Rig asset (named `{Asset} Camera Rig` by default, in a folder you choose) and links it. | Always |
| **Apply Changes** | Writes this asset's changed views back into the linked rig. Every asset that uses the rig gets them. | When a rig is linked and you changed its views here |
| **Revert Changes** | Throws away this asset's changes and returns to the rig's views. | When a rig is linked and you changed its views here |

### Changes on a linked rig

With a rig linked, you can still edit the views on one asset. Your edits stay local to that asset until you choose **Apply Changes**:

* A **blue bar** at the left of a view marks a view that differs from the rig. The **Label** or **Rotation** caption turns bold when that value differs.
* Changing a label or rotation keeps the rest of the view linked: if someone later changes the rig, this asset keeps your value and takes the rest.
* Adding, removing or reordering views, including with **Add Directions**, makes the whole list local, and every view gets the blue bar. The Camera Rig asset itself doesn't change. Choose **Apply Changes** to share the new list, or **Revert Changes** to follow the rig again.

The blue bar only appears while a rig is linked. Without a rig, the views are simply the asset's own.

### Edit a Camera Rig asset

Select a Camera Rig asset to edit it in the Inspector. It has the same **Views** list as a Pixelate Asset, with **Add Directions**, **+**, **−** and drag to reorder, and the same warning for duplicate names. Changes reach every Pixelate Asset that links the rig, except values those assets changed locally.

Create a new rig with **Assets > Create > Pixelate > Pixelate Camera Rig**. It starts with one **Front** view. You can also create one from the **Camera Rigs** tab of the [Pixelate Browser](/guides/browser), which shows every rig as a ring of its views seen from above.

## Sample Camera Rigs

The `_Samples/Camera Rigs` folder has four rigs you can link or copy:

| Rig | Views |
| - | - |
| **CamRig\_Front** | Front: 0, 180, 0 |
| **CamRig\_Sidescroller** | Right: 0, 270, 0 · Left: 0, 90, 0. The **UnityChan** sample uses it. |
| **CamRig\_TopDown8** | S, SW, W, NW, N, NE, E, SE at X 30 |
| **CamRig\_TopDownAngled** | Front, Left, Back, Right at X 45 (Y 180, 90, 0, 270) |

<Tip>
  Copy a sample rig into your own folders before you link it in a real project, so your assets don't depend on the `_Samples` folder.
</Tip>

## Default Camera Rig

To start every new Pixelate Asset with the same views, set **Default Camera Rig** under **New Pixelate Assets** in [Settings](/guides/settings). New assets link that rig and copy its views. Existing assets don't change.

## Next steps

<Columns cols={2}>
  <Card title="Animation and particles" icon="film" href="/guides/animation-and-particles">
    Choose the clips each view captures.
  </Card>

  <Card title="Export" icon="file-export" href="/guides/export">
    See how views end up in file names, clips and controllers.
  </Card>
</Columns>


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