I know this sounds silly, so it’s mostly just a note to myself. The proper way to move the camera in IceCream is:
scene.ActiveCameras[0].Position = new Vector2(300, 300);
I know this may seem obvious, but looking at the various properties, this was not the first thing I tried.
Also, if you’re relying on the camera BoundingRect for anything (like bounds-checking), IceCream by default does not recompute the BoundingRect when the camera is moved. I had to patch that one in, too. I’m really starting to get a feel for the IceCream code base, and I like what I see when I’m digging around.