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The fastest way to lock every player in first person
- Open the place in Roblox Studio.
- Show Explorer and Properties from the Studio interface if either panel is hidden.
- In Explorer, select StarterPlayer (not the editable viewport camera).
- In Properties, find
CameraModeand chooseLockFirstPerson. - Click Play or another playtest mode.
Roblox documents this workflow in its camera-control tutorial. In the built-in mode, the local player’s character parts are hidden from that player except for equipped Tools. That is expected behavior, not a failed camera lock.
StarterPlayer.CameraMode is the place-level default. During play, the corresponding property on each client’s player object is Player.CameraMode. Enum.CameraMode.Classic restores Roblox’s normal camera behavior, including third-person zooming. Property-panel locations can move slightly between Studio releases, but these names are current.
Set first person with a LocalScript
Use a LocalScript when the setting is conditional, controlled by a menu, or enabled after a game-state change. Put the script in StarterPlayer > StarterPlayerScripts for a global camera rule:
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local Players = game:GetService("Players")
local player = Players.LocalPlayer
player.CameraMode = Enum.CameraMode.LockFirstPerson
Other client-executed locations include StarterGui and StarterPack. A normal server Script cannot use Players.LocalPlayer; camera configuration is per user and belongs on that user’s client. Roblox’s client-camera guidance is covered in the official tutorial.
Switch between first and third person
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local function setFirstPerson(enabled)
if enabled then
player.CameraMode = Enum.CameraMode.LockFirstPerson
else
player.CameraMode = Enum.CameraMode.Classic
end
end
setFirstPerson(true)
Call setFirstPerson(false) when the player leaves an aiming state, vehicle, area, or cutscene. A server can decide the game state and notify the client, but the camera property itself should still be changed by a client script.
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First-person lock is not Shift Lock
| Feature | First-person lock | Shift Lock (mouse lock) |
|---|---|---|
| Forces first person | Yes | No |
| Primary effect | Prevents zooming out to third person | Centers or locks the cursor and changes character-facing/camera behavior |
| Typical view | First-person gameplay | Often an over-the-shoulder third-person view |
| Main control | CameraMode |
Mouse-lock settings such as DevEnableMouseLock |
Enabling Shift Lock does not replace LockFirstPerson. Roblox describes mouse lock as a separate input and cursor feature; use it only when that behavior is wanted.
When a custom Scriptable camera is justified
Roblox’s built-in camera already supplies ordinary first person. A custom camera is warranted when you need a specific transform or presentation, such as:
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- Weapon aiming, scopes, recoil, or head bobbing.
- A camera offset from the head or a custom full-body/viewmodel presentation.
- Cutscenes, fixed viewpoints, or cinematic transitions.
- Vehicle, object, or nonstandard character-rig cameras.
- Custom obstruction, collision, VR, or head-tracking rules.
With a custom system, set the local camera’s CameraType to Scriptable. You then own its CFrame, Focus, field of view, update timing, input integration, transitions, and respawn handling. Roblox’s camera documentation explains these properties and the Scriptable behavior.
Minimal custom-camera example
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local player = Players.LocalPlayer
local camera = workspace.CurrentCamera
camera.CameraType = Enum.CameraType.Scriptable
local function updateCamera()
local character = player.Character
local head = character and character:FindFirstChild("Head")
if not head then
return
end
camera.CFrame = head.CFrame
camera.Focus = head.CFrame
end
RunService:BindToRenderStep(
"FirstPersonCamera",
Enum.RenderPriority.Camera.Value,
updateCamera
)
This example is an advanced alternative, not a requirement for a standard first-person game. In Scriptable mode Roblox’s default camera scripts no longer update CFrame; update Focus each frame as well. The camera must also wait for a character and head after spawning.
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Stop the custom camera cleanly
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local player = Players.LocalPlayer
local camera = workspace.CurrentCamera
local connection
local function stopCustomCamera()
if connection then
connection:Disconnect()
connection = nil
end
camera.CameraType = Enum.CameraType.Custom
end
local function startCustomCamera()
camera.CameraType = Enum.CameraType.Scriptable
connection = RunService.RenderStepped:Connect(function()
local character = player.Character
local head = character and character:FindFirstChild("Head")
if head then
camera.CFrame = head.CFrame
camera.Focus = head.CFrame
end
end)
end
Disconnect the render connection when leaving the custom mode. Re-read player.Character inside the update function, or respond to CharacterAdded, so a respawn does not leave the camera targeting a destroyed head.
Troubleshoot a camera that does not behave
| Symptom | Likely cause | Fix |
|---|---|---|
| Camera does not lock | Wrong object, no restart after editing, a competing script, or server-side camera code | Set StarterPlayer.CameraMode to LockFirstPerson; remove competing scripts; use LocalPlayer in a LocalScript; stop and restart the playtest. |
| Camera snaps back | A script writes CurrentCamera.CFrame while Roblox still controls the camera |
Remove that code or set workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable before taking control. |
| Custom camera fails after death | The script cached the old character or head | Look up player.Character on every update and handle respawning. |
| View clips into walls or the avatar | Custom offset, avatar scale, rig, or narrow geometry | Prefer the built-in mode, reduce offsets, test multiple rigs, and use raycasts before applying an offset. |
| Body is invisible | Documented LockFirstPerson behavior |
Use a separate first-person viewmodel or custom rendering if visible arms/body are required. |
| Weapon is invisible | Tool is not equipped, handle/setup is wrong, transparency or placement hides it | Verify equip state, Tool configuration, transparency, camera placement, and any custom camera transform. |
| Cursor appears stuck during testing | Playtest input is captured | Press Escape to release the mouse; press Shift+F5 to stop the test. |
Test desktop, touch, and gamepad behavior
First-person locking does not eliminate device-specific camera input. Test the actual interaction paths your game supports:
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- The easiest way to add Robux (Roblox’s digital currency) to your account. Use Robux to deck out your avatar and unlock additional perks in your favorite Roblox experiences.
- This is a digital gift card that can only be redeemed for Robux at Roblox.com/redeem. It cannot be redeemed in the Roblox mobile app or any video game console. Please allow up to 5 minutes for your balance to be updated after redeeming.
- Roblox Gift Cards can be redeemed worldwide, perfect for gifting to Roblox fans anywhere in the world.
- From now on, when you redeem a Roblox Gift Card, you get up to 25% more Robux. Perfect for gaming, creating, and exploring- more Robux means more possibilities!
- Every Roblox Gift Card grants a free virtual item upon redemption.
- Mouse and keyboard rotation, cursor release, and UI buttons.
- Touch camera movement, virtual controls, and screen-safe UI placement.
- Gamepad camera control, prompts, and menu navigation.
- Character death and respawn.
- Tools, weapons, narrow interiors, outdoor spaces, and camera transitions.
- Different avatar body scales and any custom character rigs.
Use Studio’s device emulation and playtesting features to check different screen sizes and form factors; see the Studio documentation. Roblox documents a field-of-view range of 1–120 degrees and a current default of 70 in its camera reference; change it only when your design and accessibility testing support the choice.
The practical decision
Choose StarterPlayer.CameraMode = LockFirstPerson for a normal shooter, horror game, exploration experience, or simulator that simply must stay in first person. Use the runtime Player.CameraMode property when the game switches modes. Choose CameraType = Scriptable only for a concrete custom-camera requirement, because it transfers input, focus, update, respawn, and cross-platform responsibilities to your code.
Quick Recap
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