How to Read Camera View, FOV, and Player Perspective in TLib
TLib gives you access to camera information so you can react to what the player is actually seeing. This is useful for HUD elements, aim indicators, zoom features, or effects that depend on the current perspective.
Getting the camera and perspective
Query the current camera to find out which perspective the player is in (first person, third person back, or third person front). You can branch your logic on this: for example, only draw a first-person overlay when the perspective is first person, or hide a model when the camera is inside it. The camera object also exposes the view direction, which you can use to raycast or to orient effects.
Using FOV
Read the current field of view value from the camera. This changes when the player sprints, aims, or has FOV effects applied, so reading it live lets your feature scale correctly. A practical example is a zoom or scope overlay: read the FOV, compare it to the base value, and adjust your overlay opacity or scale accordingly.
Combine perspective and FOV checks before drawing anything, because both can change mid-frame. Cache the values you read at the start of the render pass so your logic stays consistent within a single frame, and avoid querying the camera from a non-render thread.