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camera.set

function

Sets the camera shot: follow (the player's own camera), fixed at a position, orbit around a subject or track a subject from an offset. It blends from the current view over duration and replaces a running move.

camera.set(target: Target?, options: { … }) -> ()
example
camera.set(player, { mode = "orbit", subject = player, distance = 10, speed = 20, duration = 1 })

Use it fortop down views, boss arenas, or orbiting shots that show off a build.

targetoptionalOne player, a list of players, or nil for every player, also those who join later.
optionsThe mode, what the camera looks at, the field of view and the blend.
Build a set callmode · position · subject · look_at · offset · distance · 6 more
  • mode

    How the camera behaves, where follow is the player's own camera.

  • positionfixed only

    Where the camera stands, which a fixed camera needs.

  • subjectorbit and track only

    The point, instance or player the camera circles or follows, which both of those modes need.

  • look_at

    The point, instance or player the camera faces, by default the subject or straight ahead when fixed, and in follow the camera turns to keep it in view.

  • offsettrack onlydefault 0, 6, 12

    Where the camera sits compared to the subject, at most 1000 studs away.

  • distanceorbit onlydefault 12

    How far the camera stays from the subject, from 0.5 to 1000 studs.

  • heightorbit onlydefault 4

    How high above the subject the camera sits, from -1000 to 1000 studs.

  • speedorbit onlydefault 0

    How many degrees per second the camera circles the subject, from -720 to 720.

  • fov

    The field of view in degrees, from 1 to 170, and nil uses the player's own.

  • input

    Whether the player can turn and zoom the camera, which is on by default for follow and orbit and off for fixed and track.

  • durationdefault 0

    How many seconds the camera takes to blend from the current view, up to 60, where 0 cuts straight to it.

  • easing

    How the motion speeds up and slows down: linear, or quad, sine, cubic, quart, expo, back, bounce or elastic followed by _in, _out or _in_out.

    for example

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From: USBX

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