I’m looking to write a Camera helper where other scripts can change what the player’s camera does (fixed, tracking, default, etc.) The ideal route (at least in my mind) was to posiution the camera within Studio (position, orientation, fov, etc.) and then store that camera off in ReplicatedStorage (or ServerSotrage). Then the client requests camera info from the server which grabs the data from a specified camera and returns it. This all works fine… locally. However…
If I save to Roblox and then restart, the cameras have been deleted.
Is this a bug with Roblox or intentional?
P.S. I’ve searched online for an answer but cannot find anything concrete other than “The client is unable to access any other cameras apart from the default one in the workspace”
Not at the moment, no. The camera is simply just that. I copy the current Studio Camera and then paste it in to Server Storage. It’s there when I run the game from within Studio but if I deploy or restart Studio, it’s gone. I get that they want to restrict camera availabiliy due to security but surely storing them on trhe server is ok…
Thanks. This is what I ended up going with. But setting camera up by using the Studio Camera has a nice flow. Taking their CFrame data and storing that in a settings files feels a little “one way” as it’s then hard to go back to that camera and tweak. I had a flow where I’d change a camera within Studio then copy/paste it in to Server Storage. The server code would then just grab the CFrame and fov, etc. before sneding that down to the client that requires it. If I ever needed to tweak that camera I could just drag it back into Workspace and adapt. Seemed like a nice flow…