tabooharmony/roblox-brain

roblox-camera

Use when scripting or fixing Roblox camera behavior: CFrame placement, screen raycasts, first/third-person, shoulder views, cutscenes.

查看源码

使用方法

  1. 复制安装命令,在自己的智能体环境安装前先检查源码包。
  2. 从原始文档核对所需工具、凭据和支持的宿主。
  3. 说明输入材料与期望交付物,并对照来源检查输出。
npx skills add https://github.com/tabooharmony/roblox-brain --skill roblox-camera

开始前需了解

  • 安装不包含模型订阅、API 额度或访问文件的权限。
  • 仓库星数和安装量反映活跃情况,不等于独立质量或安全测试。
仓库原始内容

按源仓库内容呈现,保留标题、案例、代码、表格、链接以及原文引用的演示图片。

Roblox Camera

When to Load

Load when scripting custom camera behavior (cutscenes, third-person follow, custom rotation), manipulating CFrame for placement/rotation, raycasting from the screen, or building a non-default player view. Client-only.

Quick Reference

The Camera: workspace.CurrentCamera: one per client. Set CameraType = Scriptable to disable defaults and take full control. Without it, defaults overwrite your CFrame every frame.

CameraType: Fixed, Attach/Watch/Track/Follow (subject-following), Custom (default), Scriptable (no default), Orbital (fixed Y, rotates around player). CameraSubject cannot be nil: setting it reverts.

Key properties: CFrame, CameraSubject, FieldOfView (deg), FieldOfViewMode (Vertical/Diagonal), NearPlaneZ, ViewportSize, HeadLocked, HeadScale, Focus.

CFrame essentials:

OperationLuau
Position onlyCFrame.new(position)
Look at targetCFrame.lookAt(position, target, upVector)
XYZ rotationCFrame.Angles(rx, ry, rz)
Local to worldcf * Vector3.new(0, 0, 10)
Interpolatecf:Lerp(goal, alpha)
Unit axescf.LookVector, cf.RightVector, cf.UpVector

Custom camera loop: always PreRender, never Heartbeat:

luau
camera.CameraType = Enum.CameraType.Scriptable
RunService.PreRender:Connect(function(dt)
    local desired = CFrame.lookAt(head.Position - offset, head.Position)
    camera.CFrame = camera.CFrame:Lerp(desired, math.min(dt * 10, 1))
end)

Raycasting from camera: camera:ScreenPointToRay(mx, my) (accounts for GUI inset) vs camera:ViewportPointToRay(mx, my) (raw, NO inset). ScreenPointToRay returns a unit Ray (1 stud); multiply Direction by length for the actual raycast.

Pitfalls:

  • Client-only. Server sets silently dropped.
  • Without Scriptable, defaults overwrite your CFrame every frame.
  • PreRender for camera (visual sync). Heartbeat adds 1-frame lag. RenderStepped still works but is superseded by PreRender.
  • Camera.CFrame lacks VR head rotation; use GetRenderCFrame() for the true view.
  • SetRoll is outdated; apply roll via CFrame.Angles(0, 0, roll) on CFrame.
  • CFrame.new(pos, lookAt) is legacy (back-compat only); use CFrame.lookAt(at, lookAt) for new code.

See references/full.md for first/third-person recipes, cutscenes, screen shake, mouse-look, full API.

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