The current position and rotation of the Camera. For most CameraTypes, the rotation is set such that the CoordinateFrame lookVector is pointing at the Focus.
Where the Camera's focus is. Any rotation of the camera will be about this subject.
Defines how the camera will behave. <a href="http://wiki.roblox.com/index.php/CameraType" target="_blank">More info</a>
The current position and rotation of the Camera. For most CameraTypes, the rotation is set such that the CoordinateFrame lookVector is pointing at the Focus.
The current angle, or width, of what the camera can see. Current acceptable values are from 20 degrees to 80.
The current CoordinateFrame that the camera is looking at. Note: it is not always guaranteed that the camera is always looking here.
The negative z-offset of the view frustum's near clipping plane.
Holds the x,y screen resolution of the viewport the camera is presenting (note: this can differ from the AbsoluteSize property of a full screen gui).
`focus` is deprecated. Use `Focus` instead.
Returns the camera's current roll. Roll is defined in radians, and is stored as the delta from the camera's y axis default normal vector.
Takes a 2D screen position and produces a Ray object to be used for 3D raycasting. Input is x,y screen coordinates, and a (optional, defaults to 0) z position which sets how far in the camera look vector to start the ray origin.
Sets the camera's current roll. Roll is defined in radians, and is stored as the delta from the camera's y axis default normal vector.
Same as ScreenPointToRay, except no GUI offsets are taken into account. Useful for things like casting a ray from the middle of the Camera.ViewportSize
Takes a 3D position in the world and projects it onto x,y coordinates of screen space. Returns two values, first is a Vector3 that has x,y position and z position which is distance from camera (negative if behind camera, positive if in front). Second return value is a boolean indicating if the first argument is an on-screen coordinate.
Same as WorldToScreenPoint, except no GUI offsets are taken into account.