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FitzDegenhub edited this page Apr 3, 2026
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Contributor-focused notes for how UCM works, how the game stores the camera, and where to change things in code.
Main repo: UltimateCameraMod
| Page | What it covers |
|---|---|
| Architecture-and-code | Rule engine (CameraRules), applying patches (CameraMod), V3 UI, layering order |
| Game-PAZ-and-backups |
0010/0.paz, playercamerapreset.xml, backup flow, install constraints |
| Camera-XML-reference | Sections, zoom levels, blend parameters, Steadycam-related attributes |
| Presets-and-catalog |
.ucmpreset format, GitHub ucm_presets/, community catalog |
| Contributing | Branches, building V3 on Windows, where to start reading |
- UCM does not ship the game's camera XML. It reads your install's vanilla camera from
0.paz, keeps a backup under the app's folder, then applies a modification set (attribute path → value) and re-encodes the payload to the exact compressed size the archive expects. - All tuning logic lives in
CameraRules.cs(modifications) andCameraMod.cs(PAZ I/O, codec, install). - V3 UI lives under
src/UltimateCameraMod.V3/and references the shared libraryUltimateCameraMod.
If something here drifts from the code, trust the repository and file comments (especially the top of CameraRules.cs).