camera
The camera namespace — the engine's Luau API reference for camera.
The camera namespace — 4 functions.
globals/camera/active
globals/camera/active() -> string?
Entity id of the on-screen render camera this frame — whichever camera wins the viewport by priority (the editor fly-camera in edit mode, the gameplay camera in play). Render features, billboards, and input bases that must follow the human's on-screen view read this.
globals/camera/editor
globals/camera/editor() -> string?
Entity id of the editor fly-camera (the EditorOnly authoring camera), or nil if the scene has none.
globals/camera/main
globals/camera/main() -> string?
Entity id of the main scene camera — the highest-priority active camera
that is NOT the editor fly-camera. The gameplay/PlayerPrototype camera, an
agent-placed scene camera, or a cutscene camera. Never the editor camera;
nil if the scene has only the editor camera. For the camera currently drawn
on screen, use camera.active().
globals/camera/viewData
globals/camera/viewData() -> CameraView?
The active viewport camera's render data this frame: world position,
vertical FOV, viewport pixel size, the 6 world-space frustum planes (the
same inward-pointing, normalized planes the renderer culls with), and the
view-projection matrix. The camera state a render feature needs for
camera-relative work — LOD selection, frustum culling, billboards. Render
features also get it as ctx.camera.