Roblox Camera
SkillDev toolsUse when scripting Roblox camera behavior, CFrame placement, screen raycasts, first or third-person views, or cutscenes.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Roblox Camera skill
What this skill tells your AI
The instructions your AI receives, as published by tabooharmony/roblox-brain in skills/roblox-camera/SKILL.md and read by ahel’s review.
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 PreRenderfor camera (visual sync).Heartbeatadds 1-frame lag.RenderSteppedstill works but is superseded byPreRender.Camera.CFramelacks VR head rotation; useGetRenderCFrame()for the true view.SetRollis outdated; apply roll viaCFrame.Angles(0, 0, roll)on CFrame.CameraSubject = nilreverts to previous.CFrame.new(pos, lookAt)is legacy (back-compat only);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.
Signals
- GitHub stars
- 44
- Forks
- 3
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
roblox-camera- Source
- github.com/tabooharmony/roblox-brain