Camera Collider
App: apps/camera_collider/
The occlusion collider (Camera epic, ADR 0059). A wall sits between the player and where a
third-person camera wants to be. Without the collider the wall fills the view (the player is
hidden); with .collider(padding) the camera pulls in front of the wall so the player stays
visible.
_plain = Cam.thirdPerson(scene, player).distance(4)_collided = Cam.thirdPerson(scene, player).distance(4).collider(0.3) // 0.3m clearance off walls% ./plume3d camera_colliderThe wall is a static physics body (Physics.addStaticBox); each frame the collider casts a masked
ray from the target to the camera (the same query behind Raycast.fromPointMasked)
and, if a wall is hit, pulls the camera in to just in front of it — fast in (never clips a frame),
slow out (no pop). Screenshots collider_off (the wall fills the view) then collider_on (the
player is visible).