The Cameras tab is where you lay out this game’s camera wall — the grid of live views staff open on a second monitor while the room runs.
Cameras are part of the Vision add-on
Camera support comes with ARC’s Vision add-on. If your ARC doesn’t have Vision installed and enabled, the Cameras tab and the camera actions on the control page won’t appear. See Vision and cameras.
Add cameras under System first
This tab lays out a wall; it does not add cameras. A camera is set up once under System → Vision, and that’s also where you say which games it belongs to. Cameras assigned to this game then show up here, ready to place. The empty state says as much: “Add or edit cameras under System → Vision, then return here to lay out the wall.”
Open the Editor, choose your game, and go to the Cameras tab.
Lay out the wall
The right column has two lists: Available cameras (everything assigned to this game that isn’t placed yet) and On the wall (what you’ve placed, with each tile’s position). Drag a camera from Available onto the canvas to place it, then drag its corner to resize it.
Above the canvas you set the Grid size — how fine the placement grid is — and the Aspect ratio, which should match the monitor the wall will live on. Refresh snapshots pulls fresh stills so you can see what each camera is actually pointed at, and Clear layout starts over (it asks once before it does).
Tiles can be locked so you don’t nudge them by accident, and removed from the wall without deleting the camera.
Tile settings
Selecting a tile opens Tile settings:
- Camera — which camera this tile shows.
- Unmuted by default — the tile starts unmuted when the wall opens. Staff can mute or unmute it at any time.
- Tile fit — Fit (no crop) shows the whole picture with bars, Fill (crops to tile) fills the tile and trims the edges.
- Crop position — when the tile is filling, choose which part of the picture to keep, horizontally and vertically, or press Center.
- Remove tile — take it off the wall.
Listen
Each camera in the list has a Listen checkbox. When it’s on, that camera’s microphone appears in the control page’s Listen mixer, so staff can hear the room. Nothing streams until someone turns the channel on — and a camera can be in the mixer without being on the wall at all.
Link a camera to an objective
You can also tie a specific camera to an objective, in that objective’s Staff controls section. Staff then get a one-tap button on the objective’s card that opens the camera in its own window — handy for watching whether a team is close, or confirming a physical solve. Use it for objectives where seeing the room makes a real difference.
Where to go next
- Vision and cameras — adding cameras, assigning them to games, saved views, and Moments.
- Objectives — the puzzles you can link a camera to.
- The control page — where staff open the wall and listen in during a game.