The setup consists of one bee game object that the camera can follow and one camera game object containing the camera component. The camera component will when active send view and projection updates to the render script.

The bee. Contains:
  • A Sprite component with the bee image.
  • A script that tells the camera wether it should follow the game object or not.
The camera. Contains:
  • A Camera component.
  • A script that controls the camera component.



function init(self)".", "acquire_input_focus")
	go.animate(".", "position.x", go.PLAYBACK_LOOP_PINGPONG, 2000, go.EASING_INOUTQUAD, 10) -- <1>"camera", "follow") -- <2>
	self.follow = true -- <3>

function on_input(self, action_id, action)
	if action_id == hash("touch") and action.pressed then -- <4>
		self.follow = not self.follow
		if self.follow then"camera", "follow")
		else"camera", "unfollow")

1. Move this game object back and forth across the scene.
2. Send a message to the camera game object telling it to follow this game object.
3. Keep track of if the camera is following this game object or not.
4. Toggle between following and not following the game object when the left mouse button is clicked or the screen is touched.


function init(self)"#camera", "acquire_camera_focus") -- <1>

function on_message(self, message_id, message, sender)
	if message_id == hash("follow") then -- <2>
		go.set_parent(".", sender) -- <3>
		go.set_position(vmath.vector3(-360, -360, 0)) -- <4>
	elseif message_id == hash("unfollow") then -- <5>
		go.set_parent("camera", nil, true)

1. Acquire camera focus for the camera component. When a camera has focus it will send view and projection updates to the render script.
2. Start following the game object that sent the `follow` message.
3. This is done by parenting the camera component to the game object that sent the message.
4. Offset the camera so that it is centering on the game object (360 is half the screen width and height).
5. Stop following any game object.
5. This is done removing the parent game object while maintaining the current world transform.

If you want to play with these examples, you can get the project on Github.

Do you want to see more examples? Why not write a few yourself and submit a pull request? We love contributions.