Game.setCurrentCamera()
Compatibility
Supported languages: C, C++, C#, Python, JavaScript, Lua 5.4, Luau, Java, PHP and HTML/inline JavaScript (binding spellings and return shapes differ).
Use a compatible native engine build and the language tools required by your binding. This does not establish browser/mobile export or release qualification for every OS.
The signature below is the shared reference notation; language examples show the actual binding syntax. Question marks mark optional arguments and explicit defaults are shown where recorded. Do not copy reference notation as a typed declaration.
See Feature status and compatibility for API 1.0/1.1 and per-method restrictions. Engine release tags and Docs v0.1 are independent versions.
Signature
Game.setCurrentCamera(source)
Setup and usage
Call when gameplay changes viewpoints—vehicles, players, cutscenes, or returning to the main camera. Do not call every frame when unchanged.
Parameters
| Variable | Type | Required | Description |
|---|---|---|---|
source | string or camera reference | Yes | Stable camera entity ID or scene path. |
Return and timing
No camera object. Lua selects immediately in the Play world; JavaScript/Web defer the selection until callback completion or a synchronous query flush, including canonical scene-target resolution. External SDK commands commit at callback completion or query flush. Rendering observes the resulting active camera.
Execution behavior
Core write timing differs between immediate Lua host calls, deferred JavaScript/Web commands and external SDK query flushes. Scheduled actions advance with the scene clock; synchronous queries evaluate at the call. Follow execution rules and the return/timing notes for this category.
Language examples
Use these snippets inside Start/on_start after generating the Programming Workspace and attaching the script. Python imports rustic, Game and instance from rustic; C++ includes rustic.hpp; C includes rustic.h; C# uses using static Rustic; Java runs inside a Rustic subclass; PHP declares global $rustic, $Game, $instance in its callback. HTML uses an inline script in a ui/ asset. See Lifecycle callbacks for complete registration examples. Public-property examples require a declared integer health property. Scene examples require the named objects to exist before Play.
Lua 5.4
Game.setCurrentCamera('Game.scene.Room.Camera')JavaScript
Game.setCurrentCamera('Game.scene.Room.Camera');Python
Game.setCurrentCamera('Game.scene.Room.Camera')C++
Game.setCurrentCamera("Game.scene.Room.Camera");C#
Game.setCurrentCamera("Game.scene.Room.Camera");Luau
Game.setCurrentCamera('Game.scene.Room.Camera')C
Game.setCurrentCamera("Game.scene.Room.Camera");Java
Game.setCurrentCamera("Game.scene.Room.Camera");PHP
$Game->setCurrentCamera('Game.scene.Room.Camera');HTML / inline JS
Game.setCurrentCamera('Game.scene.Room.Camera');Shared Current camera constraints
- 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.
Errors and debugging
Read the constraints above and the Console diagnostic. Invalid types, non-finite values, stale targets or unavailable native services can fail validation. A failed callback disables the behavior; a failed source reload keeps the last good instance. Exact error messages depend on the language adapter. See Troubleshooting.