Hello @himanshujnaidu, I can't tell for sure but it sounds like the matrix you show above is different than how you are interpreting it. Camera Transform = simd_float4x4( [ [0.98446155, -0.030119859, 0.172998, 0.0], // column 0 [0.023979114, 0.9990097, 0.037477385, 0.0], // column 1 [-0.17395553, -0.032746706, 0.98420894, 0.0], // column 2 [0.024039675, -0.037087332, -0.22780673, 0.99999994] // column 3 ]) First up, keep in mind that float4x4's init method is column major. So each 'row' in that code is a column in the matrix. So in this case the position of the camera relative to the origin is 0.024039675, -0.037087332, -0.22780673 Second, the upper-left part of the float4x4 matrix is a float3x3 and represents the orientation. The eulerAngles property on the frame.camera re-interprets this 3x3 matrix as the familiar Euler angles. You can find the orientation of the camera relative to the frame via let rotation = frame.camera.eulerAngles rotation.y will be