Current camera API
Select the camera used for the next game render.
When to call it
Call when gameplay changes viewpoints—vehicles, players, cutscenes, or returning to the main camera. Do not call every frame when unchanged.
Calls
Game.setCurrentCamera(source)
Variables
| Variable | Type | Required | Description |
|---|---|---|---|
source | string or camera reference | Yes | Stable camera entity ID or scene path. |
Return and timing
No camera object. Selection is queued for the next render.
Language examples
Lua 5.4
lua
Game.setCurrentCamera('Game.scene.Room.Camera')JavaScript
javascript
Game.setCurrentCamera('Game.scene.Room.Camera');Python
python
Game.setCurrentCamera('Game.scene.Room.Camera')C++
cpp
Game.setCurrentCamera("Game.scene.Room.Camera");C#
csharp
Game.setCurrentCamera("Game.scene.Room.Camera");Luau
lua
Game.setCurrentCamera('Game.scene.Room.Camera')C
c
Game.setCurrentCamera("Game.scene.Room.Camera");Java
java
Game.setCurrentCamera("Game.scene.Room.Camera");PHP
php
$Game->setCurrentCamera('Game.scene.Room.Camera');HTML / inline JS
javascript
Game.setCurrentCamera('Game.scene.Room.Camera');Constraints and behavior
- The target must resolve to a camera in the play snapshot.
- Every gameplay language calls the engine-owned API. Rustic supplies SDKs and dispatches callbacks; scripts do not parse requests or serialize responses. See the language guide for complete setup and callback registration.