local player = game.Players.LocalPlayer
-- Wait for the character to load
local character = player.Character or player.CharacterAdded:Wait()
print("added")
local car = workspace:WaitForChild("StarterCharacter")
local cam = workspace.CurrentCamera -- Get the current camera
-- Set camera properties
cam.CameraType = Enum.CameraType.Custom
cam.CameraSubject = car-- Set the camera to follow the car
print("Camera set up completed")
You can just do a compound statement on that to check. Note that StarterCharacter is always named when you place it in workspace, according to the player name(display?), usually.
Just putting up blanket statements like that isnât helping either of us. You have to elaborate why it is not working and what you are actually expecting.
It should work if it is correctly parented and is actually not on a disabled state.
Iâm probably wrong with some details of this information, so if someone has a better explanation please share it.
So when you play a game, Roblox runs the game on their server.
Your computer (the client) receives and sends information about your inputs and gameplay dynamics.
LocalScripts run on the client. Scripts have access to the server depending on where they are located in your game.
When you test the game in Studio Roblox doesnât open a server for you. Your computer acts as both the client and the server. LocalScripts will act like server scripts in this case.
It helps when troubleshooting because itâs a pretty clear indicator of whatâs happening.