Play through the first camera that is switched on
The game view took whatever camera came first in the scene, ignoring the switch, so `enabled = false` on a camera did nothing and a second camera never got its turn. `World.activeCamera()` now decides: of the cameras switched on – the whole parent chain counted, as for any object – the first in hierarchy order, and none on renders nothing at all. It is asked per frame, so a graph switching cameras hands the view over immediately. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -79,9 +79,9 @@ export class PlaySession {
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this.host.gameView.setWorld(world);
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this.host.showGame();
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this.state.setNotice(
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world.firstOfType('camera')
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world.activeCamera()
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? 'Playing · edits are not saved · Esc stops'
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: 'This scene has no camera – nothing is rendered · Esc stops',
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: 'No camera is switched on – nothing is rendered · Esc stops',
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);
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if (world.stopRequested) this.stop();
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}
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