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How to Create a Custom Camera in Roblox Studio

Use Roblox’s built-in camera settings for standard play, or create a client-side Scriptable camera for side-scrolling, isometric, and other custom views.
WorldRoblox Studio Length4 min Posted Quest giverVGSources Team
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For ordinary first- or third-person play, start with Roblox Studio’s built-in camera settings. Use a Scriptable camera when you need a view the built-in modes cannot provide—such as a side-scrolling, isometric, or cinematic angle. A client-side LocalScript can position that camera with CFrame.lookAt() and update it as the scene changes.

Choose the simplest camera that fits your game

Roblox provides a default third-person camera and supports first-person play. You can adjust the built-in behavior in StarterPlayer without writing a camera controller. See Roblox’s camera customization guide for the available settings.

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Approach What it does Use it when What to account for
StarterPlayer settings with the built-in Custom camera Retains Roblox’s standard player camera behavior while letting you configure options such as zoom and movement. You want conventional first- or third-person play. It offers less bespoke control than a scriptable camera.
Another built-in CameraType Uses a preset mode, including Fixed, Follow, Watch, or Orbital. A documented mode already provides the composition you want. Some modes that follow a subject require a valid CameraSubject. Check the CameraType reference.
Scriptable camera Lets your own code set the view and its updates. You need a side-scrolling, isometric, cinematic, or custom-following view. Your script must keep the camera positioned and oriented, and update Focus when appropriate.

What a Scriptable camera changes

Each player’s view is controlled on that player’s client. Get the local camera through Workspace.CurrentCamera in a LocalScript. Setting CameraType to Enum.CameraType.Scriptable stops Roblox’s default camera scripts from updating the camera’s CFrame. From then on, your script is responsible for supplying the view.

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CFrame carries both a position and an orientation. CFrame.lookAt(cameraPosition, targetPosition) creates a frame at the first position facing the second. Camera.Focus is different: it identifies a 3D point for visual-priority purposes, but it does not move or aim the camera. In Scriptable mode, the default camera scripts do not keep Focus following the subject, so update it yourself if relevant. These behaviors are documented in Roblox’s Camera API and CFrame reference.

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Build a basic side-scrolling camera

Roblox’s side-scrolling camera tutorial places its controller in a LocalScript under StarterPlayerScripts. The pattern is to wait for the local character and its root part, calculate a camera position and a target from the character’s position, and use CFrame.lookAt() to point the camera. The example’s distances and offsets are scene-specific starting values, not required dimensions.

  1. Add the client script: In Explorer, create a LocalScript in StarterPlayer > StarterPlayerScripts.
  2. Get the player camera: In the script, use Players.LocalPlayer and Workspace.CurrentCamera. Set CurrentCamera.CameraType to Enum.CameraType.Scriptable.
  3. Wait for a usable character: Obtain the character and its root part only after they exist. A character can respawn, so ensure your update logic can reacquire the character and root when needed.
  4. Choose an offset and target: Calculate a camera position relative to the root part and a target position to look toward. For a side view, the offset keeps the camera to one side of the play area; tune its distance and height for your scene.
  5. Update the camera: Set the camera’s CFrame to CFrame.lookAt(cameraPosition, targetPosition). If appropriate, set Focus to the target or another point of visual importance.
  6. Run the update at camera render time: The official tutorial binds its update with RunService:BindToRenderStep() at Enum.RenderPriority.Camera.Value + 1, so it runs after the default camera update. Avoid adding competing camera updates, and test the result in Studio playtest modes.

For the complete official example and its scene-specific calculations, see Control the user’s camera.

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Keep the camera motion smooth

If the camera must continuously follow a moving character or changing world position, update it each frame and interpolate its CFrame with CFrame:Lerp(). For a transition toward a destination that is already known, a TweenService tween of the camera’s CFrame may be more suitable. Roblox documents both approaches in the Camera API.

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Adjust the field of view

Camera.FieldOfView changes how much of the scene is visible. Roblox’s Creator Hub documentation, checked on October 8, 2026, lists 70 degrees as the default and 1–120 degrees as the supported range. Change it to suit your composition and test the result in your game; the documented range is not a recommendation that every value will work well for every scene. See Customize the camera.

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Return control to the built-in camera

When your custom view ends, restore a suitable CameraType and CameraSubject. The default camera uses CameraSubject—commonly the local character’s Humanoid—to determine what it follows. Set these properties as part of the same transition that ends your custom camera control, rather than assuming the default scripts will resume with the intended subject already selected.

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  • 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.
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  • 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.
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Test the view in context

  • Confirm the script runs on the client and reads that client’s Workspace.CurrentCamera.
  • Check that character respawns do not leave the update loop targeting a missing root part.
  • Verify that your camera’s CFrame points at the intended target; changing Focus alone will not aim it.
  • Check the view after changing render-step priority so another camera update is not overwriting yours.
  • If the experience supports VR, note that head motion affects the rendered view separately. Roblox’s GetRenderCFrame() returns the rendered camera CFrame when you need to account for that distinction, as described in the Camera API.

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