Roblox Camera
Use when scripting Roblox camera behavior, CFrame placement, screen raycasts, first or third-person views, or cutscenes.
- Skill ID
- tabooharmony/roblox-brain/roblox-camera
- Publisher
- tabooharmony
- Repository
- roblox-brain
- Installs
- 0
- Files
- 2
- Synced
- Sep 23, 2026
Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.
tabooharmony/roblox-brain/roblox-cameraInstalls these files- SKILL.md
- references/full.md
What this skill tells the agent
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:
| Operation | Luau |
|---|---|
| Position only | CFrame.new(position) |
| Look at target | CFrame.lookAt(position, target, upVector) |
| XYZ rotation | CFrame.Angles(rx, ry, rz) |
| Local to world | cf * Vector3.new(0, 0, 10) |
| Interpolate | cf:Lerp(goal, alpha) |
| Unit axes | cf.LookVector, cf.RightVector, cf.UpVector |
Custom camera loop: always PreRender, never Heartbeat:
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. PreRenderfor camera (visual sync).Heartbeatadds 1-frame lag.RenderSteppedstill works but is superseded byPreRender.Camera.CFramelacks VR head rotation; useGetRenderCFrame()for the true view.SetRollis outdated; apply roll viaCFrame.Angles(0, 0, roll)on CFrame.CameraSubject = nilreverts to previous.CFrame.new(pos, lookAt)is legacy (back-compat only); useCFrame.lookAt(at, lookAt)for new code.ScreenPointToRay≠ViewportPointToRay(GUI inset). UseScreenPointToRayfor mouse input.
See references/full.md for first/third-person recipes, cutscenes, screen shake, mouse-look, full API.
More from tabooharmony
Use this skill in a project
Open any RiverX project, search the Skills panel for tabooharmony/roblox-brain/roblox-camera, and install it in one click.
