What problem does it solve? Decentraland scenes often need scripted camera behavior — forced first-person zones, cinematic cutscenes, mouselook aiming, or spectate modes — but the engine does not let you move the player's real camera directly. This Skill documents the correct SDK7 APIs and verified patterns to implement all of these without common pitfalls like dead-entity camera bindings or out-of-bounds VirtualCameras. ## Core Features & Use Cases - Camera State Reading: Poll camera position/rotation via engine.CameraEntity and detect first/third-person mode with CameraMode and CameraMode.onChange. - Forced Camera Regions: Use CameraModeArea to force first-person or third-person view inside a defined volume, with Creator Hub inspector support. - Cinematic Virtual Cameras: Create VirtualCamera entities with speed/time transitions, lookAtEntity tracking, custom FOV, and safe activation/teardown via MainCamera. - Worked Patterns: Full implementations for camera zone triggers, NPC-follow cameras, FPS-style mouselook (via PrimaryPointerInfo.screenDelta), and a complete spectate/observer mode with a two-entity yaw/pitch rig. - Use Case: Build a spectator mode for a multiplayer scene where an observer toggles into a free-roaming camera, cycles through players to follow, and stays clamped inside parcel bounds. ## Quick Start Ask the assistant to add a VirtualCamera cutscene or a spectate mode to your Decentraland SDK7 scene using the camera-control patterns.