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Selecting the game camera

Back to External process languages.

Pass a scene path or a camera entity ID to Game.setCurrentCamera during a gameplay callback. Lua also accepts the requested single-item table syntax:

lua
Game.setCurrentCamera({"Game.scene.Room.Camera"})
-- These work too:
Game.setCurrentCamera("Room.Camera")
Game.setCurrentCamera(Game.scene.Find("Room.Camera"))

The selected camera becomes active and all other cameras become inactive, regardless of priority. Projection, transforms, and priorities are preserved. The next game frame uses this camera in Play, New Window, and Standalone. Missing/stale IDs and non-camera entities produce a script error without changing camera activation.

LanguageCall
Lua / LuauGame.setCurrentCamera({"Game.scene.Room.Camera"})
JavaScript / HTML inline JavaScriptGame.setCurrentCamera("Game.scene.Room.Camera")
PythonGame.setCurrentCamera("Game.scene.Room.Camera") (also set_current_camera)
C++ / JavaGame.setCurrentCamera("Game.scene.Room.Camera");
C#Game.SetCurrentCamera("Game.scene.Room.Camera"); (also setCurrentCamera)
CGame_setCurrentCamera("Game.scene.Room.Camera");
PHP$Game->setCurrentCamera("Game.scene.Room.Camera");