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Framing & Camera

Snap frames your prefab for you the moment you drop it in — bounds-aware, lit, centred, ready. Most of the time that's all you need. This page is for the times it isn't: choosing the angle, recentring the model, taking the camera off auto-pilot, and setting the output shape. Nothing here is required for a good capture; it's the depth underneath the auto-framing.

Prerequisites

A prefab loaded in the preview. The framing and camera controls stay disabled until Snap has something to frame — drop a prefab first. If you haven't captured anything yet, do Your First Sprite before this page.


Auto-framing (what you get for free)

Drop a prefab and Snap fits the camera to the model's rendered bounds automatically, with a little padding so nothing touches the edges. It walks every Renderer in the prefab, encapsulates them into one combined bounds, and sizes the view to contain it. You don't press anything — it just happens on load, and again whenever you reset.

Because the fit is bounds-aware rather than a fixed distance, big models and tiny models both land nicely framed. When you rotate the prefab past the fitted bounds and it clips the edge, that's the cue to reframe — the reset buttons below do it in one click.

A prefab auto-framed to its bounds in the preview
On load, Snap fits the camera to the model's bounds automatically.

Rotating the prefab

The angle you see is the angle you export — prefab rotation is baked into the capture. Set it in the preview with the mouse:

Action What it does Affects export?
Left-Drag Rotate the prefab ✅ Yes
Shift/Alt + Left-Drag Orbit the preview camera ❌ No — visual only

The distinction matters: rotating the prefab changes your output; orbiting the camera is just a look-around that never reaches the file. The Preview Transform foldout spells this out in an info box, so you're never guessing which drag is which.

Rotation Speed

Under Preview Transform, the Rotation Speed slider (0–2) sets how fast the prefab turns as you drag. Turn it down for fine angle-picking, up for quick spins.

Left-dragging to rotate the prefab to a chosen export angle
Left-drag rotates the prefab — and that rotation is baked into the sprite.

What actually turns: the model or the camera?

Snap picks per workflow, on purpose. For a single shot you turn the prefab — you're posing the asset, and that pose bakes into the capture. For a directional set (multi-angle / turntable export) Snap does the opposite: it leaves the prefab planted and orbits the camera around it.

Why the flip? For one bare model the two are the same picture. They only differ once something is anchored to the world rather than the model — a ground shadow, a world-space particle that falls down, the lights, and the framing pivot itself. Keeping the subject still and moving the viewpoint holds all of that steady, so every frame in the set stays consistent; spinning the model instead would drag the shadow and the effects around with it. Elevation (pitch) is always camera-side in both modes. Short version: single = pose the object, directional = orbit the view.

Recentring & resetting

Three "put it back" controls, across two panels — they do different things:

  • Reset to Hero Angle — in the Camera foldout. Re-fits the camera at Snap's default 3/4 preview angle and clears any prefab rotation, recentring the model in frame. This is the one to reach for when a rotation has pushed the model off-centre or out of the fitted bounds and you want the look Snap ships with.
  • Reset to Zero Angle — beside it in the Camera foldout. Same re-fit and rotation clear, but framed dead-on at zero pitch and yaw — the neutral starting point for front elevations, icons, or a pipeline that expects a straight-on capture. For a standard +Z-forward prefab that lands on the front; the button promises the angle, not the face, so if it shows the back just left-drag round.
  • Reset Transform — in the Preview Transform foldout. Clears any position, rotation, and scale you've applied to the prefab itself, returning it to origin, zero rotation, unit scale.

Use the two Camera buttons to reframe the shot; use Reset Transform to undo edits you made to the model's own transform.

Manual camera control

Open the Camera foldout (Camera Projection — "Toggle orthographic mode and adjust preview camera size and reset position") for direct control:

  • Orthographic — toggle orthographic projection on or off. Turning it on re-fits the ortho view to the prefab's bounds; turning it off re-fits the perspective camera. Orthographic is the usual choice for clean 2D sprite work, since it removes perspective distortion.
  • Ortho Size — a slider plus numeric field controlling the orthographic view size. Smaller zooms in, larger zooms out. The background rescales with it so you don't get a seam around the edges.
  • Allow Large Ortho Range — by default the Ortho Size slider tops out at 10. Tick this to extend the range up to 50 for very large scenes or models.
The Camera foldout with the Orthographic toggle, Ortho Size, and the Reset to Hero Angle / Reset to Zero Angle reset controls
The Camera foldout: projection mode, ortho size, and the two reset buttons.

Aspect ratio (output shape)

The camera decides how the model sits in view; the aspect ratio decides the shape of the file that comes out. On the Basic tab, open Framing Options and use the Aspect Ratio popup:

Option Shape
Fill (no fixed ratio) No ratio enforced — takes the preview's shape
Square (1:1) (default) Equal width and height
Landscape (16:9) Wide 16:9 frame
Landscape (4:3) 4:3 frame
Portrait (9:16) Tall 9:16 frame

The chosen ratio feeds the Final Export Size readout in Quick Export — set the width there, and the aspect ratio here derives the height. See Capturing a Single Sprite for the export side.

Need an arbitrary ratio? That's an Advanced feature

The Basic tab exposes the common presets on purpose. Fully custom aspect ratios — any width-to-height you like — are a power feature and live on the Advanced tab's aspect controls, alongside crop guides and grid overlays for composition. The keys are there when you want them; Basic just keeps the common cases one click away.

The Framing Options foldout with the Aspect Ratio preset popup
Basic aspect presets — Square by default; custom ratios live on Advanced.

Troubleshooting

My model is cut off at the edges

A rotation pushed it past the fitted bounds. Click Reset to Hero Angle (or Reset to Zero Angle) in the Camera foldout to re-fit, or rotate back to a tighter angle.

I rotated the camera but the export didn't change

That's by design — Shift/Alt + Left-Drag orbits the camera, which is preview-only. To change the exported angle, use Left-Drag to rotate the prefab.

The Ortho Size slider won't go high enough

Tick Allow Large Ortho Range in the Camera foldout to lift the cap from 10 to 50.

My sprite came out the wrong shape

Check the Aspect Ratio in Framing Options. It sets the output shape; the width comes from Quick Export's Resolution.


Next steps