#icameramodifier
2 items (2 fixes)
An ICameraModifier runs against every camera that draws, including the editor viewport camera during play-in-editor, not just the camera its component belongs to. A modifier that writes only some view fields makes the viewport obey some instructions and ignore others. A first-person modifier that set view.Rotation but not view.Position froze the editor viewport at the player aim, so a camera tool had its position honoured and its rotation discarded. A transform readback cannot see this, because the override happens later during view composition. Filter every modifier callback to the game view with a check on IsMainCamera.
Every ICameraModifier in the scene runs against whichever camera is currently drawing, in ascending CameraOrder. A second camera inherits every modifier written for the primary one, even though the inspector shows its own transform as correct. Claim the view with your own modifier at a higher CameraOrder than anything else.