Camera actions
Move, aim, zoom, follow and shake a game camera using shared actions.
Feature status and language/platform compatibility
Choose an API to see its signature, parameters, examples and behavior.
APIs
- Camera.current()
- Camera.moveTo()
- Camera.zoom()
- Camera.fov()
- Camera.lookAt()
- Camera.follow()
- Camera.orbit()
- Camera.shake()
- Camera.transition()
Module guide
Setup and language support
These engine-owned services work in Lua 5.4, Luau, JavaScript, Python, C, C++, C#, Java, PHP, and HTML inline JavaScript. Follow Use gameplay actions to create and attach a script, install external toolchains, and choose the correct language binding. PHP and HTML scripts belong under ui/; CSS alone runs no gameplay code.
The Calls section uses JavaScript signatures. The function examples below include native syntax for all ten script types, including SDK-specific alternatives and limitations. Attach a JavaScript Object Component script to the specified target and press Play. Globals are supplied by the engine. Schedule actions from Start or a callback, rather than at script top level. Native languages use typed options and their own builder conventions; see the guide's language bindings.
Parameters
Camera is a stable camera ID or scene path. Position/center/offset are local vectors; rotation is [x, y, z, w]. Fov is finite radians between zero and pi on a perspective camera. Duration is finite non-negative seconds; easing defaults to Linear.
Return and timing
Current returns the active camera ID where supported; actions return operation handles. Transition animates position, rotation and FOV in parallel. Select a viewpoint with Game.setCurrentCamera.
Behavior and limitations
- Create/select an active perspective camera before Play. It reaches the given position, identity rotation and 45-degree FOV in two seconds.
- Lua/Luau/JavaScript additionally allow moveTo(position, duration, easing) and zoom(fov, duration, easing) for the current camera. Explicit targets work across all bindings.
- Camera.current is available in every gameplay language, including C; it returns the active camera ID.
- LookAt samples when starting; follow re-reads its target only during the finite duration. Orbit uses local XZ. Shake restores its initial position.
- Check script attachment, enabled state and the Console when an operation fails. Asynchronous errors also appear in operation state. Callback exceptions disable the owner and clean up its actions.
- Owner destruction, disable, successful reload or Stop cleans up owned actions and subscriptions. Failed reload retains the previous behavior's operations. See Operation handles for controls and lifetime details.