While this does work to find a player, you are not guaranteed to find the local player, making this an impractical method for multiplayer worlds. The first attempt at player base tracking was using the standard asset script AutoCam's auto target player option. Be careful when using the rotation of the player base. While most of the time the player's base is facing the same direction as the player's camera, there are certain angles which will cause them to deviate. The player's base is the location of the player's feet and player capsule collider. This version of player tracking can be found in Toybox V1 if a link still exists. It is recommended to use the canvas approach to not break avatars. This tracking is more accurate and even gives you the player's camera scale (useful for Real Height setting detection) but comes with the issues of the combat system such as rigidbodies on avatars breaking. It used the visual damage prefab as a reference to knowing where the camera is. The Combat System was the first known method for player tracking. TODO Explain how to force the canvas update to allow for lateupdate trackers Combat System Method Without this, the VRC_UIShape will add one and it will collide with objects in the world.
![playspace mover fake trackers playspace mover fake trackers](https://i.ytimg.com/vi/RyXhDf1aPwU/maxresdefault.jpg)
See Toybox prefab for a version that does not scale children. Note that this will set the scale of the canvas to zero and all children objects will be invisible. In the canvas, change the render mode to "Screen Space - Camera" and drag in the main camera to the Render Camera slot.Delete the Canvas Scaler component and Graphics Raycaster component.
![playspace mover fake trackers playspace mover fake trackers](https://i.ytimg.com/vi/5YT0XkfeuIo/maxresdefault.jpg)
Right click the hierarchy, and create a new UI Canvas.It will work for most needs, but if you need the tracker to update on the frame, see HardLight's Toybox prefabs or CyanLaser's video tutorial. Simply using these two components will have the tracker update at the end of the frame, making everything that relies on its position be a frame behind. You can use a UI Canvas and VRC_UIShape to track the player's camera position.
![playspace mover fake trackers playspace mover fake trackers](https://i.ytimg.com/vi/jYoVEzJhPWE/maxresdefault.jpg)
The original method was the combat system, but this method should be avoided and the newer canvas method should be used instead. There are two methods currently to get the player's camera location. This allows the world creator to know exactly where the local player's camera is located. Originally discovered by HardLight using the combat system but later updated to use UI Canvases. The first form of player tracking and still the most used version is player camera tracking.