> For the complete documentation index, see [llms.txt](https://docs.twgamesdev.com/uhfps/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.twgamesdev.com/uhfps/getting-started/references.md).

# References

* Assign the **HEROPLAYER** object reference to **GAMEMANAGER -> Player Presence Manager -> Player**.

<figure><img src="https://2665493337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fh8bp6Jx5qkS4c0NEaWR1%2Fuploads%2FUKCwIc43C1KsXmSDCzYa%2FScreenshot_7.png?alt=media&amp;token=5ab71627-f534-4f17-b21d-4fae499506fe" alt=""><figcaption></figcaption></figure>

* Assign the **MainCameraBrain** camera reference to **HEROPLAYER -> Player Manager -> Main Camera**.

<figure><img src="https://2665493337-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fh8bp6Jx5qkS4c0NEaWR1%2Fuploads%2FT2fNCSrfWRS3HwsPgPOJ%2FScreenshot_8.png?alt=media&amp;token=148d4ab8-67eb-4615-8a85-e9ab93c1a03f" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
The asset uses the **Cinemachine** package to ensure seamless camera transitions, so the reference to the Main Camera can be located within the **GAMEMANAGER** object. The object containing the camera is called **MainCameraBrain**.
{% endhint %}

{% hint style="warning" %}
The player's camera is controlled by the **Cinemachine Virtual Camera** component, which means that certain camera settings, such as Field of View (FOV), Near Clip Plane, or Far Clip Plane, are overridden by this component.
{% endhint %}
