Space Engineers

Space Engineers

2,415 ratings
Camera Panning - rotate camera view (+reset 1st person character view)
Type: Mod
Mod category: Script, Other
File Size
0.073 MB
Nov 25, 2016 @ 4:51pm
Apr 29, 2021 @ 4:21pm
12 Change Notes ( view )

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Camera Panning - rotate camera view (+reset 1st person character view)

In 1 collection by Digi
Digi's Space Engineers mods
39 items
This mod enables players to change the direction camera while viewing it.
Works for any camera block, modded or vanilla.

How to use in game
When you view a camera the mod will tell you the controls as a HUD notification.

Simply hold the LookAround key (default: LeftAlt) and move your mouse/arrow keys/gamepad right stick to rotate the view (pitch and yaw).

You can also swap the yaw control with the roll control by holding the Sprint key (default: Shift), very useful for ceiling mounted cameras as shown in the video.

To reset the view back to centered press the Change Camera View key (default: V).

Pitch and yaw angle limits are determined by the camera's raycast angle limit (which is default to 45 which means -45 to 45). Roll has no limit.

The view speed limit is also intentional to give a servo motor feel.

Different people on the same camera can look in their individual directions because the view is not synchronized.

Other effects
This mod also changes:
- The max FOV on the vanilla cameras to 100 degrees (because 60 was simply too low), this does not affect mod-added camera blocks. However it is fully compatible with mods that change things on the vanilla cameras (except of course the max FOV).
- Fixes the position of the camera being in the center of the block rather than close to the camera model itself. This affects all non-modded cameras that do not have a ModelOffset set to them (because that also moves the camera view).
- Camera key resets first person view orientation on characters if 3rd person is disabled.

Side notes
I've not used the vanilla roll controls (default Q/E) for rolling the view for 2 reasons:
- Alt+Q/E still operates gyroscopes and I can't stop that.
- It can get more confusing than it is now.

Known issues
- (PB scripts) When the host rotates a camera, the camera raycast will be rotated along with it until they leave the camera view; this does not affect DS since DS can't view cameras.

XBox ?
Will not work. This mod relies on client-side scripts which are not allowed on the console itself.
Popular Discussions View All (3)
Jan 12 @ 5:41am
Bug reports
Aug 15, 2022 @ 8:05pm
really want on xbox, pls help
Aaron Scheffler
Mar 16, 2022 @ 1:36pm
Impossible de faire fonctionner le mod
DragonWhite [FR]
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Digi  [author] Jan 29 @ 2:52pm 
It's always in the link :P
XPSuedoX Jan 29 @ 2:15pm 
Please add the Mod id in the description for server admins thx :) Helps our brains
Gunnar Dec 29, 2022 @ 2:37pm 
funzt leider garnicht
Wol_f Dec 6, 2022 @ 6:40am 
Is it work for turrets?
Mitokandria (Tricks) Jul 30, 2022 @ 6:49am 
I'm not familiar with torch, but I did mean if it was a client-side mod only or if it needed to be on the server as well.

Thank you for the answer!
Digi  [author] Jul 29, 2022 @ 8:42pm 
I'm gonna need logs or error messages if you need me to look these things, the game itself is full of issues, especially right now with *any* mod causing the "Value cannot be null, parameter: path1" because it's from the game itself.

@Mitokandria (Tricks)
You mean non-torch? It doesn't matter, I would've mentioned it in description if it did :P
Or by vanilla you mean the server itself doesn't have the mod, then not without using a client plugin like plugin loader which does allow some client-only mods to be installed ( )
Mitokandria (Tricks) Jul 4, 2022 @ 1:57pm 
Does this work with a vanilla server?
Anubis Corporation Jun 3, 2022 @ 9:57am 
on Sever not work
Bosmaire May 22, 2022 @ 6:32pm 
i cant ffathom what is causing it, but this mod causes my world to unload and im unable to get into my friends server(even though it worked fine before, i dont know what could have changed) any ideas?
Echthros Apr 8, 2022 @ 11:18pm 
Well, if you're interested. What seems to happen if more than one MyGameLogicComponent gets added to the same entity by mods is that the entity's GameLogic property becomes a MyCompositeGameLogicComponent, which is a wrapper class that holds all of the different components inside. What I ended up doing was looking inside that class for the list of attached components (which in this case included both my component and Digi's) and set the NeedsUpdate value of every component that wasn't mine to MyEntityUpdateEnum.NONE. This effectively turns off Digi's component (by disabling the main update) for only my cameras if both mods are present. It's definitely a hack, but it works. Look at SpyCamerasProxy.cs:105 in the "Recon Cameras" mod for the exact code.