Camera
Camera is a CoreObject which is used both to configure Player Camera settings as well as to represent the position and rotation of the Camera in the world. Cameras can be configured in various ways, usually following a specific Player's view, but can also have a fixed orientation and/or position.
Each Player (on their client) can have a default Camera and an override Camera. If they have neither, camera behavior falls back to a basic third-person behavior. Default Cameras should be used for main gameplay while override Cameras are generally employed as a temporary view, such as a when the Player is sitting in a mounted turret.
Properties
Property Name | Return Type | Description | Tags |
---|---|---|---|
followPlayer | Player | Which Player's view the camera should follow. Set to the local Player for a first or third person camera. Set to nil to detach. | Read-Write |
isOrthographic | boolean | Whether the camera uses an isometric (orthographic) view or perspective. | Read-Write, Deprecated |
fieldOfView | number | The field of view when using perspective view. Clamped between 1.0 and 170.0. | Read-Write |
viewWidth | number | The width of the view with an isometric view. Has a minimum value of 1.0. | Read-Write |
useCameraSocket | boolean | If you have a followPlayer, then use their camera socket. This is often preferable for first-person cameras, and gives a bit of view bob. | Read-Write |
currentDistance | number | The distance controlled by the Player with scroll wheel (by default). | Read-Write, Client-Only |
isDistanceAdjustable | boolean | Whether the Player can control their camera distance (with the mouse wheel by default). Creators can still access distance through currentDistance below, even if this value is false. | Read-Write |
minDistance | number | The minimum distance the Player can zoom in to. | Read-Write |
maxDistance | number | The maximum distance the Player can zoom out to. | Read-Write |
rotationMode | RotationMode | Which base rotation to use. Values: RotationMode.CAMERA , RotationMode.NONE , RotationMode.LOOK_ANGLE . | Read-Write |
hasFreeControl | boolean | Whether the Player can freely control their rotation (with mouse or thumbstick). Requires movement mode RotationMode.CAMERA . This has no effect if the camera is following a player. | Read-Write |
currentPitch | number | The current pitch of the Player's free control. | Read-Write, Client-Only |
minPitch | number | The minimum pitch for free control. | Read-Write |
maxPitch | number | The maximum pitch for free control. | Read-Write |
isYawLimited | boolean | Whether the Player's yaw has limits. If so, maxYaw must be at least minYaw , and should be outside the range [0, 360] if needed. | Read-Write |
currentYaw | number | The current yaw of the Player's free control. | Read-Write, Client-Only |
minYaw | number | The minimum yaw for free control. | Read-Write |
maxYaw | number | The maximum yaw for free control. | Read-Write |
useAsAudioListener | boolean | Whether the local player's audio should be attenuated and spatialized based on their view position while this is the active camera. | Read-Write |
audioListenerOffset | Vector3 | This property is deprecated. Please use the GetAudioListenerOffset() and SetAudioListenerOffset() functions instead. | Read-Write, Deprecated |
isCameraCollisionEnabled | boolean | When true, this camera will collide with objects that have camera collision enabled. When set to false, the camera will not collide with any objects. Defaults to true. | Read-Write |
Functions
Function Name | Return Type | Description | Tags |
---|---|---|---|
GetPositionOffset() | Vector3 | An offset added to the camera or follow target's eye position to the Player's view. | None |
SetPositionOffset(Vector3) | None | An offset added to the camera or follow target's eye position to the Player's view. | None |
GetRotationOffset() | Rotation | A rotation added to the camera or follow target's eye position. | None |
SetRotationOffset(Rotation) | None | A rotation added to the camera or follow target's eye position. | None |
GetAudioListenerOffset() | Vector3 | Returns the local offset to the view position when using this camera as the audio listener. | None |
SetAudioListenerOffset(Vector3) | None | Sets the local offset to the view position when using this camera as the audio listener. | None |
Capture(CameraCaptureResolution, [table optionalParameters]) | CameraCapture | Captures an image at the specified resolution using this camera. Returns a CameraCapture object that may be used to display this image or refresh the capture. May return nil if the maximum number of capture instances at the desired resolution has been exceeded. The optional parameter table is currently unused. | Client-Only |
Examples
Example using:
Capture
This example uses the Camera's Capture()
and Refresh()
to implement a rear-view mirror that appears when the player is using a vehicle. For the UI image to look correct, it should have equal width and height, as well as Flip Horizontal
enabled.
local CAMERA = script:GetCustomProperty("Camera"):WaitForObject()
local UI_ROOT = script:GetCustomProperty("Root"):WaitForObject()
local IMAGE = script:GetCustomProperty("UIImage"):WaitForObject()
local PLAYER = Game.GetLocalPlayer()
local OFFSET_UP = 150
local OFFSET_BACK = -310
local camCapture = nil
function Capture()
if camCapture and camCapture:IsValid() then
camCapture:Refresh()
else
camCapture = CAMERA:Capture(CameraCaptureResolution.MEDIUM)
IMAGE:SetCameraCapture(camCapture)
end
end
function Tick()
if Object.IsValid(PLAYER.occupiedVehicle) then
-- Rotate the camera so it's looking back
local rot = PLAYER.occupiedVehicle:GetWorldRotation()
local q = Quaternion.New(rot)
local upVector = q:GetUpVector()
local forwardVector = q:GetForwardVector()
rot = Rotation.New(-forwardVector, upVector)
CAMERA:SetWorldRotation(rot)
-- Position the camera relative to the vehicle
local pos = PLAYER.occupiedVehicle:GetWorldPosition()
pos = pos + upVector * OFFSET_UP + forwardVector * OFFSET_BACK
CAMERA:SetWorldPosition(pos)
-- Update the image
Capture()
-- Player is in a vehicle, enable visibility of the mirror
UI_ROOT.visibility = Visibility.INHERIT
else
-- Hide the rear-view mirror, as the player is not in a vehicle
UI_ROOT.visibility = Visibility.FORCE_OFF
end
end
See also: CameraCapture.Refresh | UIImage.SetCameraCapture | Game.GetLocalPlayer | Player.occupiedVehicle | Quaternion.GetForwardVector | CoreObject.visibility
Example using:
GetPositionOffset
SetPositionOffset
The following example implements a camera shake based on movement of the camera's z-axis. This script should be placed as a child of the game's camera. The shake script doesn't know "when" to shake--that decision comes from elsewhere in the project, where the event Events.BroadcastToPlayer(player, "CameraShake")
should be called to initiate the effect.
local CAMERA = script.parent
-- ShakePower, Frequency, and DecaySpeed can be customized with custom properties
local SHAKE_POWER = script:GetCustomProperty("ShakePower") or 40
local FREQUENCY = script:GetCustomProperty("Frequency") or 90
local DECAY_SPEED = script:GetCustomProperty("DecaySpeed") or 12
local amplitude = 0
local startPositionOffset = Vector3.New()
function Tick(deltaTime)
if amplitude > 0 then
amplitude = CoreMath.Lerp(amplitude, 0, deltaTime * DECAY_SPEED)
-- Shake on the Z-axis (position)
local z = math.sin(time() * FREQUENCY) * amplitude
local pos = Vector3.New(0, 0, z)
CAMERA:SetPositionOffset(pos + startPositionOffset)
end
end
function StartShake(multiplier)
amplitude = SHAKE_POWER
if multiplier then
amplitude = amplitude * multiplier
end
startPositionOffset = CAMERA:GetPositionOffset()
end
-- To initiate a shake, call the "CameraShake" event elsewhere in the game
Events.Connect("CameraShake", StartShake)
See also: CoreObject.parent | Vector3.New | CoreMath.Lerp | Events.Connect | CoreLua.Tick
Example using:
GetRotationOffset
SetRotationOffset
The following example implements a camera shake based on rotation of the camera's pitch. This script should be placed as a child of the game's camera. The shake script doesn't know "when" to shake--that decision comes from elsewhere in the project, where the event Events.BroadcastToPlayer(player, "CameraShake")
should be called to initiate the effect.
local CAMERA = script.parent
-- ShakePower, Frequency, and DecaySpeed can be customized with custom properties
local SHAKE_POWER = script:GetCustomProperty("ShakePower") or 10
local FREQUENCY = script:GetCustomProperty("Frequency") or 90
local DECAY_SPEED = script:GetCustomProperty("DecaySpeed") or 12
local amplitude = 0
local startRotationOffset = Rotation.New()
function Tick(deltaTime)
if amplitude > 0 then
amplitude = CoreMath.Lerp(amplitude, 0, deltaTime * DECAY_SPEED)
-- Shake on the pitch axis (rotation)
local pitch = math.sin(time() * FREQUENCY) * amplitude
local rot = Rotation.New(0, pitch, 0)
CAMERA:SetRotationOffset(rot + startRotationOffset)
end
end
function StartShake(multiplier)
amplitude = SHAKE_POWER
if multiplier then
amplitude = amplitude * multiplier
end
startRotationOffset = CAMERA:GetRotationOffset()
end
-- To initiate a shake, call the "CameraShake" event elsewhere in the game
Events.Connect("CameraShake", StartShake)
See also: CoreObject.parent | Rotation.New | CoreMath.Lerp | Events.Connect | CoreLua.Tick
Example using:
currentPitch
currentYaw
This sample explores the parallel between the player's rotation, the camera's rotation and the camera's view angles expressed in the currentPitch
and currentYaw
properties. The camera's "free control" and "rotation mode" are adjusted so the view angle properties give useful information--that's because if "free control" is disabled the view angles always return zero. This script expects to be in a client context. Results will vary depending on player settings (for example Facing Mode) as well as other camera settings.
function Tick()
local player = Game.GetLocalPlayer()
local rot = player:GetWorldRotation()
UI.PrintToScreen("Player:")
UI.PrintToScreen("pitch = " .. rot.y)
UI.PrintToScreen("yaw = " .. rot.z)
UI.PrintToScreen("")
local camera = World.FindObjectsByType("Camera")[1]
camRot = camera:GetWorldRotation()
camera.rotationMode = RotationMode.CAMERA
camera.hasFreeControl = true
UI.PrintToScreen("Camera:")
UI.PrintToScreen("pitch = " .. camRot.y)
UI.PrintToScreen("yaw = " .. camRot.z)
UI.PrintToScreen("")
UI.PrintToScreen("View Angles:")
UI.PrintToScreen("pitch = " .. camera.currentPitch)
UI.PrintToScreen("yaw = " .. camera.currentYaw)
UI.PrintToScreen("")
UI.PrintToScreen("(view angle yaw) - (player yaw) = " .. (camera.currentYaw - rot.z))
Task.Wait(3)
end
See also: Game.GetLocalPlayer | Player.GetWorldRotation | UI.PrintToScreen | Rotation.y | World.FindObjectsByType | CoreObject.GetWorldRotation | Camera.rotationMode | Task.Wait
Example using:
fieldOfView
isOrthographic
currentDistance
isDistanceAdjustable
The following example implements a zoom/scoping effect that activates by holding the secondary action (right mouse button, by default). The effect smoothly interpolates a few camera properties, in addition to making the player invisible to the local view, so they don't obstruct the camera during the zoom. This kind of mechanic is generally attached to a weapon, but in this case the script expects to be a child of the camera directly. No equipment is involved in this example.
local CAMERA = script.parent
-- These could be added as custom properties
local TARGET_FOV = script:GetCustomProperty("TargetFOV") or 10
local LERP_SPEED = script:GetCustomProperty("LerpSpeed") or 20
local startFov = CAMERA.fieldOfView
local startPositionOffset = CAMERA:GetPositionOffset()
local startIsDistanceAdjustable = CAMERA.isDistanceAdjustable
local pressedDistance = 0
local player = Game.GetLocalPlayer()
local isPressing = false
function Tick(deltaTime)
-- Interpolate FOV, Position and Distance
local fov = CAMERA.fieldOfView
local pos = CAMERA:GetPositionOffset()
local t = deltaTime * LERP_SPEED
if isPressing then
fov = CoreMath.Lerp(fov, TARGET_FOV, t)
pos = Vector3.Lerp(pos, Vector3.ZERO, t)
if pos.size < 4 then
-- As the camera approaches the destination, turn off the player
player.isVisibleToSelf = false
end
else
fov = CoreMath.Lerp(fov, startFov, t)
pos = Vector3.Lerp(pos, startPositionOffset, t)
-- Turn the player back on
player.isVisibleToSelf = true
end
CAMERA.fieldOfView = fov
CAMERA:SetPositionOffset(pos)
-- Interpolate distance
local distance = CAMERA.currentDistance
if isPressing then
distance = CoreMath.Lerp(distance, 0, t)
else
if not CAMERA.isDistanceAdjustable then
if math.abs(distance - pressedDistance) < 1 then
distance = pressedDistance
CAMERA.isDistanceAdjustable = startIsDistanceAdjustable
else
distance = CoreMath.Lerp(distance, pressedDistance, t)
end
end
end
CAMERA.currentDistance = distance
end
function OnActionPressed(player, action)
if action == "Aim" then
isPressing = true
CAMERA.isDistanceAdjustable = false
pressedDistance = CAMERA.currentDistance
end
end
function OnActionReleased(player, action)
if action == "Aim" then
isPressing = false
end
end
Input.actionPressedEvent:Connect(OnActionPressed)
Input.actionReleasedEvent:Connect(OnActionReleased)
See also: CoreObject.parent | Camera.GetPositionOffset | Game.GetLocalPlayer | CoreMath.Lerp | Vector3.Lerp | Player.isVisibleToSelf | Input.actionPressedEvent | Event.Connect | CoreLua.Tick
Example using:
followPlayer
In this example, players can change their view to look at another player by pressing the secondary action (default is right mouse button). The script expects to be a child of the game's camera, which is usually in a client context.
local CAMERA = script.parent
function NextPlayer()
local allPlayers = Game.GetPlayers()
if CAMERA.followPlayer == nil then
CAMERA.followPlayer = allPlayers[1]
else
for index,player in ipairs(allPlayers) do
if CAMERA.followPlayer == player then
local selectedPlayer
if index == #allPlayers then
selectedPlayer = allPlayers[1]
else
selectedPlayer = allPlayers[index + 1]
end
if selectedPlayer == Game.GetLocalPlayer() then
CAMERA:Detach()
CAMERA.followPlayer = selectedPlayer
else
CAMERA.followPlayer = nil
CAMERA:AttachToPlayer(selectedPlayer, "root")
CAMERA:SetPosition(Vector3.New(0,0,200))
end
return
end
end
end
end
function OnActionPressed(player, action)
if action == "Aim" then
NextPlayer()
end
end
Input.actionPressedEvent:Connect(OnActionPressed)
See also: CoreObject.parent | Game.GetPlayers | Vector3.New | Input.actionPressedEvent | Event.Connect
Example using:
rotationMode
hasFreeControl
minPitch
maxPitch
isYawLimited
minYaw
maxYaw
minDistance
maxDistance
In this example of an advanced spectator implementation, suitable for a third-person game, players are able to look through the view of others by pressing the secondary action (default is right mouse button). This example demonstrates how the spectator can be constrained (or not) to the look angle of the player they are following. If the CONSTRAIN_SPECTATOR_LOOK
constant is set to true, then players will not be able to rotate the camera freely while they are spectating.
local CAMERA = script.parent
local CONSTRAIN_SPECTATOR_LOOK = false
local PITCH_CONSTRAINED_ANGLE = 15
local YAW_CONSTRAINED_ANGLE = 15
local defaultMinPitch = CAMERA.minPitch
local defaultMaxPitch = CAMERA.maxPitch
local defaultIsYawLimited = CAMERA.isYawLimited
local defaultMinYaw = CAMERA.minYaw
local defaultMaxYaw = CAMERA.maxYaw
local defaultDistance = CAMERA.currentDistance
local defaultIsDistanceAdjustable = CAMERA.isDistanceAdjustable
local defaultMinDistance = CAMERA.minDistance
local defaultMaxDistance = CAMERA.maxDistance
local followedPlayer = Game.GetLocalPlayer()
function SpectatePlayer(player)
if player == Game.GetLocalPlayer() then
-- Attach back to the local player
CAMERA:Detach()
CAMERA.followPlayer = player
CAMERA.rotationMode = RotationMode.LOOK_ANGLE
-- We could set 'hasFreeControl' back to its original value, but we
-- don't have to, as it has no effect when 'followPlayer' is set.
-- Revert spectator constraints
CAMERA.minPitch = defaultMinPitch
CAMERA.maxPitch = defaultMaxPitch
CAMERA.isYawLimited = defaultIsYawLimited
CAMERA.minYaw = defaultMinYaw
CAMERA.maxYaw = defaultMaxYaw
CAMERA.minDistance = defaultMinDistance
CAMERA.maxDistance = defaultMaxDistance
CAMERA.isDistanceAdjustable = defaultIsDistanceAdjustable
else
-- Attach to another player
CAMERA.followPlayer = nil
CAMERA:AttachToPlayer(player, "root")
CAMERA:SetPosition(Vector3.New(0,0,179))
CAMERA.rotationMode = RotationMode.CAMERA
CAMERA.hasFreeControl = true
-- Apply spectator constraints if desired
if CONSTRAIN_SPECTATOR_LOOK then
CAMERA.minPitch = -PITCH_CONSTRAINED_ANGLE
CAMERA.maxPitch = PITCH_CONSTRAINED_ANGLE
CAMERA.isYawLimited = true
CAMERA.minYaw = -YAW_CONSTRAINED_ANGLE
CAMERA.maxYaw = YAW_CONSTRAINED_ANGLE
CAMERA.currentDistance = defaultDistance
CAMERA.minDistance = defaultDistance
CAMERA.maxDistance = defaultDistance
end
end
end
function NextPlayer()
local allPlayers = Game.GetPlayers()
if followedPlayer == nil then
CAMERA.followPlayer = allPlayers[1]
else
for index, player in ipairs(allPlayers) do
if followedPlayer == player then
-- Select who the next player is
local selectedPlayer
if index == #allPlayers then
selectedPlayer = allPlayers[1]
else
selectedPlayer = allPlayers[index + 1]
end
followedPlayer = selectedPlayer
SpectatePlayer(selectedPlayer)
return
end
end
end
end
function OnActionPressed(player, action)
if action == "Aim" then
NextPlayer()
end
end
Input.actionPressedEvent:Connect(OnActionPressed)
See also: Camera.followPlayer | CoreObject.parent | Game.GetLocalPlayer | Vector3.New | Input.actionPressedEvent | Event.Connect
Example using:
useCameraSocket
The following client script allows players in a first-person game to turn on/off the head-bob effect that is associated with the camera being attached to the camera socket. To toggle the head-bob press 0.
-- Action name to use from a binding set.
local ACTION_NAME = script:GetCustomProperty("ActionName")
function OnActionPressed(player, action)
if action == ACTION_NAME then
local camera = player:GetActiveCamera()
camera.useCameraSocket = not camera.useCameraSocket
end
end
Input.actionPressedEvent:Connect(OnActionPressed)
See also: Player.GetActiveCamera | Input.actionPressedEvent | CoreObject.GetCustomProperty | Event.Connect
Example using:
viewWidth
In this example, designed to work with a top-down orthographic camera, the view is zoomed in when the secondary action is pressed (default is right mouse button). Works best in a client context.
local CAMERA = script.parent
-- This script only works for orthographics cameras
CAMERA.isOrthographic = true
-- These could be added as custom properties
local TARGET_VIEW_WIDTH = script:GetCustomProperty("TargetViewWidth") or 300
local LERP_SPEED = script:GetCustomProperty("LerpSpeed") or 20
local startViewWidth = CAMERA.viewWidth
local player = Game.GetLocalPlayer()
local isPressing = false
function Tick(deltaTime)
-- Interpolate the View Width
local viewWidth = CAMERA.viewWidth
local t = deltaTime * LERP_SPEED
if isPressing then
viewWidth = CoreMath.Lerp(viewWidth, TARGET_VIEW_WIDTH, t)
else
viewWidth = CoreMath.Lerp(viewWidth, startViewWidth, t)
end
CAMERA.viewWidth = viewWidth
end
function OnActionPressed(player, action)
if action == "Aim" then
isPressing = true
end
end
function OnActionReleased(player, action)
if action == "Aim" then
isPressing = false
end
end
Input.actionPressedEvent:Connect(OnActionPressed)
Input.actionReleasedEvent:Connect(OnActionReleased)
See also: CoreObject.parent | Camera.isOrthographics | Game.GetLocalPlayer | CoreMath.Lerp | Input.actionPressedEvent | Event.Connect | CoreLua.Tick