Problem with tweeting camera

As you can see, the camera is always tweeting to the same CFrame even though the CFrames are different. I have no clue what’s causing this. In my script I am tweeting the camera to a certain CFrame every step using render stepped.

1 Like

This amount of information isn’t sufficient for anybody to work with. I understand your issue, however I have no idea how you’ve structured or written your code. Supply a sample of your code.

yeah sorry i was in a rush when I made the post

--done though a module script, called from a local script

local LimitRot = false
local RunService = game:GetService("RunService")

function limitCameraRotation.begin(Cframe)
	print(Cframe) --here, it prints the correct CFrame
	local camera = workspace.CurrentCamera
	LimitRot = true
	RunService.RenderStepped:Connect(function()
		if LimitRot == true then
			game:GetService("TweenService"):Create(camera, TweenInfo.new(.25), {CFrame = Cframe}):Play() -- but here, it always tweens to the same CFrame (the first locker you got in)
		end
	end)
end

function limitCameraRotation.resetRotation()
	LimitRot = false
end

Could you supply a sample of where this function is initiated? The code you provided seems fine, just make sure to set the CameraType to Enum.CameraType.Scriptable when you’re manipulating the camera’s cframe.

server sided module handling the locker, animations, etc

game.ReplicatedStorage.Events.LockerEnter:FireClient(player, model.Base.CamHide.WorldCFrame)

local script handling the camera

lockerEnter.OnClientEvent:Connect(function(Cframe)
	limitRot.begin(Cframe)
	print(Cframe) -- prints correct CFrame
	lockerLeave.OnClientEvent:Connect(function()
		limitRot.End()
	end)
end)