Camera.Size as the name already says would set it’s scale, for smaller - as if we were ants or bigger - as if we were giants.
I would love to use this feature for my future game where the world around would have to be minimized, to save rendering distance, but for now it seems rather limited.
edit: not sure if in right category, I always have troubles where to put these stuff
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You have a problem with small render distance, so you decided to shrink your entire game and then make a feature request for a smaller camera? Surely it would be easier to just get a larger render distance?
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If it’s only related to Studio and its tools: Studio Features
If it’s something that has to do with both Studio and the client such as this (engine features): Client Features
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The camera doesn’t have a size. Think of it as a frustum. You can adjust the angle with FieldOfView, but there isn’t much beyond that.
If you are having problems where objects are running into the camera, or the camera gets so close to something that you start to see into it, that has to do with the near clipping plane. You should probably not be working with things that small, since float imprecision will become more noticeable.
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Can you clarify what you’re wanting?
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Will try to get some image/gif/video soon. Will edit this post when I got it (not on PC atm)
I think what he wants is when rendering, the Camera’s CFrame.p is multiplied by Camera.Size which defaults to 1, 1, 1.
That would be camera controls then, which are mostly in lua. I think we should just wait for Valdaren to give a better explanation of what they had in mind.
Ok, I won’t edit prev post for notification to appear.
That’s basically what I meant with far rendering:
(I’m zooming out and in on the baseplate)
And that’s why making the world smaller would help. Say I would like to put a star system in my game, at normal scale I would see only one planet, and in mini scale I could possibly capture all planets without rendering limiting my view.
You want a clipping plane that is farther away (or nonexistant).
What you need is LOD – not a farther clipping plane for full-detail assets. @anon60054041 and @anon96368744 were discussing how this could be potentially implemented in ROBLOX a while back, so they would probably be the ones to talk to about this.
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LOD might be necessary, but clipping plane distance must be increased in order to make what I talked about.
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