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llSetCameraAtOffset

void llSetCameraAtOffset(vector Offset)

Sets the camera used in this object, at offset, if an avatar sits on it.

Sets the offset that an avatar's camera will be moved to if the avatar sits on the object.

Parameters
Offset (vector)
// Set the seated avatar looking at an arbitrary direction
// Look over the avatar's shoulders from behind once it sits down
back_view(float degrees)
{
rotation sitRot = llAxisAngle2Rot(<0, 0, 1>, degrees * DEG_TO_RAD);
llSitTarget(<0, 0, 0.1>, sitRot);
llSetCameraEyeOffset(<-2, 0, 1> * sitRot);
llSetCameraAtOffset(<2, 0, 1> * sitRot);
}
default
{
state_entry()
{
back_view( 208 );
llSay(0, "Please sit down");
}
}
  • Setting this will not update the cameras of seated avatars, it will only effect avatars that subsequently sit down. The camera settings have to be prepared in advance.
  • The offset is locally relative to the object. If you want it relative to the seated avatar (which likely has a custom sit rotation and offset) or the region, you must do the computation yourself.
  • ZERO_VECTOR offset will cancel any offset.
  • Camera focus set by this function is a Prim Property. It will survive the script and it will survive prim taking and prim rezzing.

This is the point the camera looks at, not the position of the camera’s eye (see llSetCameraEyeOffset for that).