---
title: Control Components
url: "https://orkframework.com/guide/ork4/ork4-documentation/ork4-components/control-components/"
updated: "2026-08-06"
category: Components
---

# Control Components

Learn more about control-related components.

# Player Controls

The built-in [player control](https://orkframework.com/guide/ork4/ork4-documentation/section-controls/player-controls/) types use the following components.

The control components are added automatically based on your player control settings. You can manually add control components to define a separate control setup.

## Button Control

This component is used by the *Button* player control type.

## Mouse Controller

This component is used by the *Mouse* player control type.

## Top Down 2D Controller

This component is used by the *Top Down 2D* player control type.

# Camera Controls

The built-in [camera control](https://orkframework.com/guide/ork4/ork4-documentation/section-controls/camera-controls/) types use the following components.

The control components are added automatically based on your camera control settings. You can manually add control components to define a separate control setup.

## First Person Camera

This component is used by the *First Person* camera control type.

## Mouse Camera

This component is used by the *Mouse* camera control type.

## Smooth Follow Camera

This component is used by the *Smooth Follow* camera control type.

## Smooth Look At Camera

This component is used by the *Smooth Look At* camera control type.

## Top Down Border Camera

This component is used by the *Top Down Border* camera control type.

# Camera Border Component

The *Camera Border* component is used to define areas in which a *Top Down Border* type camera control will follow the player.

**Unity**: Uses a collider with *Is Trigger* enabled to define the area.

[![](https://orkframework.com/wp-content/uploads/CameraBorder-Icon-1.png)](https://orkframework.com/wp-content/uploads/CameraBorder-Icon-1.png)

You can use multiple camera borders in a scene – the one the player is currently in will be used.

Learn more about the top down border camera control in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-controls/camera-controls/).

# Camera Event Component

The *Camera Event* component uses a [camera position](https://orkframework.com/guide/ork4/ork4-documentation/section-controls/camera-positions/) or places the camera based on a defined object when the player enter’s the event object’s area.

**Unity**: Uses a collider with *Is Trigger* enabled to define the area.

[![](https://orkframework.com/wp-content/uploads/CameraEvent-Icon.png)](https://orkframework.com/wp-content/uploads/CameraEvent-Icon.png)

Camera events overrule the camera controls while the player is within their area.

# Face Camera Component

The *Face Camera* component will rotate the object it’s attached to to directly face the camera (forward direction pointing at the camera).

E.g. use this to have 2D sprites always face the camera in a 3D environment.

# Collision Camera Component

The *Collision Camera* component is used by the collision camera setup defined in the [camera controls](https://orkframework.com/guide/ork4/ork4-documentation/section-controls/camera-controls/).

Uses raycasts to detect if anything is between the camera and the player and position the camera closer to the player in that case.

You’ll usually automatically add this via the camera control settings. Add it manually to a camera in a scene in case you need a separate setup.

# Is ORK Camera Component

The *Is ORK Camera* component will make the camera it’s attached to the main camera used by ORK.

E.g. this is useful if your scene setup contains multiple cameras and you want to make sure the correct one is used by ORK.

# No Control Component

The *No Control* component blocks the object it’s attached to from receiving any player or camera control components from ORK.

# No Player Control Component

The *No Player Control* component blocks the object it’s attached to from receiving a player control component from ORK.

# No Camera Control Component

The *No Camera Control* component blocks the object it’s attached to from receiving a camera control component from ORK.

# No Click Move Component

The *No Click Move* component is used to block areas from being used by the *Mouse* type player controls for movement.

**Unity**: Uses a collider with *Is Trigger* enabled to define the area.

Learn more about player controls in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-controls/player-controls/).

# Radius Component

The *Radius* component is used to define the radius of an object.

The radius can be used by distance checks to meassure distance between the edge/border of something instead of their position.

E.g. this can be used by [battle ranges](https://orkframework.com/guide/ork4/ork4-documentation/section-battles/battle-range-templates/) to determine if a target is within range of the user.

# Move Speed Component

The *Move Speed* component is used to define walk, run and sprint speeds for objects in your scene.

The speed can be used by schematic components to move at an object’s own speed.

A combatant’s object also provides the move speeds defined in their settings, i.e. you don’t have to add this component to combatants.

# Object Changes Component

The *Object Changes* component is used to provide change information about an object.

The change information includes position, rotation, direction or scale changes since the last frame.

A combatant’s object also provides the object change informations, i.e. you don’t have to add this component to combatants.

# Simple Move

This is the *Default* component type for movement components, e.g. used by combatants.
