Camera Control Overhaul
This mod:
- Stops the camera lagging behind the machine at high speed (while keeping smooth target switching and resetting)
- Replaces WASD camera panning with a toggleable fly mode (which lets you also adjust camera roll and FoV)
- Keeps camera position after deleting the targeted block
- Adds a toggleable headlight
- Fixes a bevy of other bugs and problems with the vanilla camera
- And more…
The mod will work without it but you won’t have any buttons in the UI.
Camera Interpolation: The camera will not lag behind the machine at any speed, but will still switch targets and reset smoothly.
Full interpolation in build mode is also retained.
Preserving Position: The camera will keep its position if you delete the block or level entity you’re currently targeting, instead of resetting.
It will not follow the machine in sim, though, unless you retarget it.

This mod allows you to toggle between the default camera behaviour (Orbit Mode) and a new control scheme (Fly Mode). By default, the keybind is LCtrl + RAlt. This can be rebound in the game settings.
Naturally, in both modes, you can hold LShift to speed up camera panning. In addition, panning is also proportional to the camera zoom.
Orbit Mode
- Right Click (and drag) to rotate the camera around a pivot
- Scroll to zoom in/out from the pivot
- Middle Click (and drag) to pan the camera
Fly Mode
- Right Click (and drag) to rotate the camera around itself
- WASDQE to pan the camera
- Scroll to change the field of view
- Middle Click (and drag) to roll the camera
Exactly what it sounds like. You get a toggleable headlight.
- Targeting now centers on the true center of the block where possible rather than its origin.
- Dynamic shadow cascades (no more crappy shadows, no matter what range you’re using)
- FoV and orthographic settings are mirrored to the HUD cam automatically
If you have Object Explorer installed, several properties are directly exposed.
Check the Main Camera/MouseOrbit component.
- MaxZoom
- MinZoom
- Distance
- Azimuth (x axis)
- Elevation (y axis)
- Roll (z axis)
- PositionOffset
- RotateSensitivity
- MoveSensitivity
(The actual controller is not MouseOrbit, these are just added there for convenience.)
- Targeting of another player’s blocks is not maintained when the other player exits simulation