Getting a Free Cam Working in Roblox
The simplest way to do free cam in Roblox is through a LocalScript that sets your CameraType to Scriptable and lets you manually control the CFrame. Most people overcomplicate this by searching for external tools when it's three lines of code and a keybind. Here's the actual script. Put it in StarterPlayerScripts:
local player = game.Players.LocalPlayer
local camera = workspace.CurrentCamera
camera.CameraType = Enum.CameraType.Scriptable
local keys = {}
game:GetService("RunService").RenderStepped:Connect(function()
local delta = 0.5
local pos = camera.CFrame.Position
local look = camera.CFrame.LookVector
local right = camera.CFrame.RightVector
if keys["w"] then camera.CFrame = CFrame.new(pos + look * delta, pos + look) end
if keys["s"] then camera.CFrame = CFrame.new(pos - look * delta, pos + look) end
if keys["a"] then camera.CFrame = CFrame.new(pos - right * delta, pos + look) end
if keys["d"] then camera.CFrame = CFrame.new(pos + right * delta, pos + look) end
end)
game:GetService("UserInputService").InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then return end
if input.KeyCode == Enum.KeyCode.W then keys["w"] = true end
if input.KeyCode == Enum.KeyCode.S then keys["s"] = true end
if input.KeyCode == Enum.KeyCode.A then keys["a"] = true end
if input.KeyCode == Enum.KeyCode.D then keys["d"] = true end
end)
game:GetService("UserInputService").InputEnded:Connect(function(input)
if input.KeyCode == Enum.KeyCode.W then keys["w"] = false end
if input.KeyCode == Enum.KeyCode.S then keys["s"] = false end
if input.KeyCode == Enum.KeyCode.A then keys["a"] = false end
if input.KeyCode == Enum.KeyCode.D then keys["d"] = false end
end)
That's it. WASD moves the camera. If you want mouse look, you need to add delta input from the UserInputService mouse movement events, which is more involved but straightforward. The key detail most guides miss is that you have to set CameraType to Scriptable on the server side first, or at least make sure the change replicates properly. If you only set it locally, the camera will snap back to the character every frame because the server still thinks it's controlling things. Put the script in StarterPlayerScripts so it runs per-client, and that's the part people get wrong. I spent about two hours debugging a free cam setup once where the camera kept teleporting back to the character every time I moved faster than walking speed. Turns out there was a separate script in the game resetting CameraType to Custom on CharacterAdded. The workaround was adding a wait(1) before the assignment and also running a repeat loop that kept overriding it if the camera ever snapped back.
Another thing nobody warns you about: the RenderStepped connection is frame-rate dependent. At 60fps your movement feels smooth, at 30fps it jitters noticeably. If you're building something production-quality, multiply delta by RunService.RenderStepped delta time so movement stays consistent regardless of frame rate.
Get the Full Details

local dt = RunService.RenderStepped:Wait()
local delta = 0.5 * dt
For mouse look, add this to the RenderStepped block:
local mouseX = UIS:GetMouseDelta().X
local mouseY = UIS:GetMouseDelta().Y
local rotY = CFrame.fromOrientation(0, math.rad(-mouseX * sensitivity * dt), 0)
local rotX = CFrame.fromOrientation(math.rad(-mouseY * sensitivity * dt), 0, 0)
camera.CFrame = camera.CFrame * rotY * rotX
This approach is clean, doesn't require any external downloads, and won't get flagged by anti-cheat because it's just manipulating the local camera object, not hooking into memory or bypassing anything. The downside is it only affects your own client. If you need other players to see your free cam position, you'd need to replicate the camera CFrame through RemoteEvents, which adds network overhead and latency complications that usually aren't worth it unless you're building a cinematic tool for a game.