Zoom To (F) does not work anymore while playtesting

When I playtest (solo), Server side, I cannot use anymore Zoom To (F) to position my Camera over a given part.
It works ok, when building in Studio, but it does not work anymore during playtest.

I am using Windows 11.

28 Likes

thought i was going crazy

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same
Thanks @arag0rn23 for reporting! Really annoying.

I’m having this issue too, hopefully resolved soon.

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This issue has persisted for quite some time. It’s hard to believe that no one within Roblox has noticed it. :joy:

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Yeah, I also noticed this. Really annoying for large world games where I need to zoom to a instance.

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FIX THIS!!! Its so annoying to test and debug things in my game where the map is 200kx200k studs

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This seems like a trivial fix. Could somebody escalate it so it’s noticed, please!

Really annoying to debug things when you can’t use F to jump around to investigate what’s going on in various parts of the game world.

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It would be a really cool feature if they added this. I am in full support of this.

This needs to be fixed.
It has been nearly 3 months.

Sorry for the wait on this, there should be a fix out within a couple of weeks.

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Will it be possible to activate this also at the client side during a playtest in Studio?
I very often need to take a look at a part, which is very far away from my character, and this part may look differently on the server and on the client.

I just reverted it to the previous behavior where it’s supported on the server.

Trying to build a behavior that lets you use it on the client would be more complicated because it’s bad if you get stuck in a state where the camera isn’t following the character and you wanted to get back to that after having used Focus.

Maybe something like unreal engine can be possible, where in the editor we can unpossess/possess a pawn/character. When you “eject” out of the character you can free cam as you wish.

However I assume you would have to make more complicated way to not collide with custom camera systems. But just using a 2nd camera might work for that case?

Possible but that’s out of the scope of the bugfix. I want to make sure the regressed behavior gets fixed, trying to introduce a new behavior as well could delay the actual bug getting fixed if there end up being problems with the new behavior.

Yeah of course, I was just curious if something like this is ever possible as it would be nice if we can freely fly around on the client like on the server.

This does also make me curious to ask, is the possibility of having a 2nd render target for a 2nd camera (not viewport frames, like an actual 2nd camera) be possible like in other engines?

I did see this was once shown in a hack week before, it would be really cool for camera systems if we can render more than 1 camera! Especially for render layers like viewmodels, it has a huge amount of applications!

The existing renderer architecture is actively hostile to this. I’m sure it’s something the engine will eventually end up having but the path to get there is not easy.

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Doesn’t CTRL P do this free cam anymore in Studio Playtest as well as while you play your own creations?

yes, it does.
although you cannot move really fast, so it can still take a lot of time to reach a distant place in a large map. May be if there was an option to speed up using a keyboard modifier or something…

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Interesting, thanks for the insight. I only saw it during a hack week once but I hope this becomes a possibility in the future as I have heard at RDC 2025 dropping GLES 2.0 support is gonna open up a lot more paths for rendering features.