Camera

CFrame

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.

CameraSubject

Where the Camera's focus is. Any rotation of the camera will be about this subject.

CameraType

Defines how the camera will behave. <a href="http://wiki.roblox.com/index.php/CameraType" target="_blank">More info</a>

CoordinateFrame

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.

FieldOfView

The current angle, or width, of what the camera can see. Current acceptable values are from 20 degrees to 80.

Focus

The current CoordinateFrame that the camera is looking at. Note: it is not always guaranteed that the camera is always looking here.

HeadLocked

HeadScale

NearPlaneZ

The negative z-offset of the view frustum's near clipping plane.

ViewportSize

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

`focus` is deprecated. Use `Focus` instead.

GetLargestCutoffDistance

GetPanSpeed

GetPartsObscuringTarget

GetRenderCFrame

GetRoll

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.

GetTiltSpeed

Interpolate

PanUnits

ScreenPointToRay

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.

SetCameraPanMode

SetRoll

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.

TiltUnits

ViewportPointToRay

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

WorldToScreenPoint

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.

WorldToViewportPoint

Same as WorldToScreenPoint, except no GUI offsets are taken into account.

Zoom

FirstPersonTransition

InterpolationFinished