Type Index Pages
- BillboardGui
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
- SurfaceGui
- TextBox
- TextButton
- TextLabel
- UIAspectRatioConstraint
- UIGradient
- UIGridLayout
- UIInlineLayout
- UIListLayout
- UIPadding
- UIPageLayout
- UIScale
- UISizeConstraint
- UITableLayout
- UITextSizeConstraint
- VideoFrame
- ViewportFrame
- ChangeHistoryService
- CoreGui(核心GUI)
- DataModelSession
- DockWidgetPluginGui
- MultipleDocumentInterfaceInstance
- PluginAction
- PluginGui
- PluginGuiService
- PluginManager
- PluginMenu
- PluginMouse
- PluginToolbar
- PluginToolbarButton
- QWidgetPluginGui
- Selection
- StandalonePluginScripts
- StatsItem
- StudioService
- StudioTheme
- 插件
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-
Instance
- GameSettings
- DebugSettings
- BodyMover
- WeldConstraint
- HttpRbxApiService
- NotificationService
- Translator
- Lighting
- Beam
- GuiService
- UserInputService
- Studio
- Plugin
- HttpService
- Mouse
- BindableEvent
- RunService
- Pages
- Humanoid
- TestService
- PathfindingService
- Chat
- NetworkPeer
- Feature
- CharacterAppearance
- Constraint
- NetworkReplicator
- JointInstance
- Light
- BasePlayerGui
- AnalyticsService
- NetworkMarker
- BinaryStringValue
- FlyweightService
- Geometry
- LoginService
- InstancePacketCache
- ThirdPartyUserService
- TouchInputService
- RuntimeScriptService
- GuidRegistryService
- PartOperationAsset
- DialogChoice
- PhysicsService
- AdService
- TextService
- MarketplaceService
- TeleportService
- Accoutrement
- GamePassService
- AssetService
- InsertService
- PointsService
- ChangeHistoryService
- ServerScriptService
- JointsService
- LogService
- InputObject
- Toolbar
- LuaSettings
- RenderSettings
- AnimationTrack
- PhysicsSettings
- NetworkSettings
- CFrameValue
- Animation
- Color3Value
- BoolValue
- BrickColorValue
- Vector3Value
- AnimationController
- BindableFunction
- Button
- Trail
- LocalizationTable
- LocalizationService
- DebuggerBreakpoint
- DebuggerWatch
- ScriptDebugger
- Animator
- Attachment
- RemoteFunction
- RemoteEvent
- PluginManager
- Camera
- Stats
- Sky
- StarterPlayer
- Dragger
- TerrainRegion
- Path
- TextFilterResult
- Dialog
- StatsItem
- GoogleAnalyticsConfiguration
- ScriptContext
- ControllerService
- CacheableContentProvider
- ReflectionMetadataClasses
- ReflectionMetadataEnums
- DebuggerManager
- GuiBase
- UIBase
- LuaSourceContainer
- GuiItem
- DataModelMesh
- ServiceProvider
- ReflectionMetadataItem
- PostEffect
- PhysicsPacketCache
- TouchTransmitter
- RobloxReplicatedStorage
- Visit
- LuaWebService
- ScriptService
- FlagStandService
- VirtualUser
- SpawnerService
- TimerService
- CookiesService
- Team
- GroupService
- StarterGear
- Message
- PlayerScripts
- Configuration
- ContentProvider
- CollectionService
- Debris
- ReplicatedFirst
- ServerStorage
- ReplicatedStorage
- Folder
- TweenService
- Players
- ContextActionService
- StarterPlayerScripts
- SoundService
- KeyframeSequenceProvider
- VRService
- PluginGuiService
- Player
- Teams
- Pose
- Keyframe
- KeyframeSequence
- IntConstrainedValue
- DoubleConstrainedValue
- ForceField
- RayValue
- Fire
- Smoke
- Sparkles
- ParticleEmitter
- IntValue
- StringValue
- NumberValue
- Explosion
- ObjectValue
- SoundGroup
- UserGameSettings
- ClickDetector
- Sound
- Selection
- BadgeService
- TaskScheduler
- GlobalDataStore
- DataStoreService
- CustomEvent
- CustomEventReceiver
- VirtualInputManager
- FunctionalTest
- TweenBase
- SoundEffect
- ReflectionMetadataEvents
- ClusterPacketCache
- PVInstance
- FaceInstance
- Controller
- ReflectionMetadataCallbacks
- ReflectionMetadataFunctions
- ReflectionMetadataYieldFunctions
- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
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Focus
The Camera
Focus is a DataType/CFrame
that determines the area in 3D space the graphics engine will prioritize.
Certain graphical operations Roblox performs, such as updating lighting, can take a lot of time or computational effort to complete. Focus tells Roblox the area in 3D space to prioritize when performing such operations. For example dynamic lighting from objects such as PointLight|PointLights
may not render at distances far from the Focus.
The default Roblox camera scripts automatically set the Focus to follow the Camera/CameraSubject
(usually a Humanoid
). However, Focus will not be automatically updated in the following cases:
- When the
Camera/CameraType
is set to ‘Scriptable’ - When the default camera scripts are not being used
In these cases, you should update Focus every frame, using RunService/BindToRenderStep
function at the ‘Camera’ Enum/RenderPriority
.
Focus has no bearing on the positioning or orientation of the Camera
(see Camera/CFrame|Camera.CFrame
for this).
Code Samples
Following Camera
When the following code is placed inside a LocalScript
named ‘CameraScript’ parented to StarterPlayerScripts|StarterPlayer.StarterPlayerScripts
the default Roblox camera scripts are overwritten and replaced with a custom following camera.
-- Make variables for Roblox services local RunService = game:GetService("RunService") local Players = game:GetService("Players") -- Make variable for the camera offset local OFFSET = Vector3.new(20,20,20) -- Make variables for the player and camera local player = Players.LocalPlayer local camera = game.Workspace.CurrentCamera -- Detatch the character's rotation from the camera UserSettings().GameSettings.RotationType = Enum.RotationType.MovementRelative -- Function to call on the render step local function onRenderStep() -- Check if the player's character exists and if that character'script -- HumanoidRootPart exists local character = player.Character if character then local humanoidRootPart = character:FindFirstChild("HumanoidRootPart") if humanoidRootPart then -- Update the position of the camera local playerPosition = humanoidRootPart.Position local cameraPosition = playerPosition + OFFSET camera.CoordinateFrame = CFrame.new(cameraPosition, playerPosition) -- Update the focus of the camera to follow the character camera.Focus = humanoidRootPart.CFrame end end end -- Binds function to render step at camera priority RunService:BindToRenderStep("Camera", Enum.RenderPriority.Camera.Value, onRenderStep)
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