Hi, I have this script, (the only script in the game (sorta))
local player = game.Players.LocalPlayer
local char = player.Character
local hrp = char:WaitForChild("HumanoidRootPart")
wait(1)
local NewCam = Instance.new("Camera")
NewCam.Parent = game:GetService("Workspace")
NewCam.CameraType = Enum.CameraType.Custom
NewCam.CameraSubject = char:WaitForChild("Humanoid")
workspace.CurrentCamera = NewCam
Ok, so, I also have a car. When I disable this script and play the game and drive around the camera doesn’t glitch out when I move the camera, but with this script enabled and I drive around the camera glitches out. Is there anything I’m missing? The camera I’m making in the script should be exaclty the same as the original camera right?
If you could help that’d be awesome.
Cheers,
Why are you creating a new camera? Just use the built-in one.
local player = game.Players.LocalPlayer
local char = player.Character
local hrp = char:WaitForChild("HumanoidRootPart")
wait(1)
workspace.CurrentCamera.CameraSubject = char:WaitForChild("Humanoid")
im really confused, you really arent providing enough information
the camera isnt the thing that is doing the stuff for your character, most of that is done using scripts
a few questions i have is:
why are you creating a new camera system instead of using the built in one, because maybe there is a new solution to your problem
what is exactly in detail this “glitching”
The problem is that the new camera you are giving it does not have collision detection, which may be because the default camera scripts aren’t kicking in.
Default camera:
New camera:
One easy way of solving this would be to enable Invisicam.
Your second option would be to disable the collision of the car at certain times on the client, causing the camera to pass through.
I don’t really want things to go transparent. Is there another fix? Is there a way to access the cameras collision and set the camera to a collision group, ect.