The UserCFrameChanged event fires when the
DataType/CFrame of a VR device changes.
This event can be used to track the movement of a connected VR device.
Using the event, you can implement features such as moving the user’s in-game character limbs as the user moves their VR device. This can be done by changing the CFrame of the user’s in-game limbs to match the CFrame changes of the VR device using the
Enum/UserCFrame enum and CFrame value arguments passed by the event.
To retrieve the
DataType/CFrame of a connected VR device, use
As the event fires locally, it can only be used in a
VRService, used to implement support, including an identical event
Camera/HeadLocked, when this property is true the
Camerawill automatically track the head motion of a player using a VR device
Camera/GetRenderCFrame, a function which retrieves the
Camerais being orientated at, including the impact of VR devices
VR Head Tracing
This example demonstrates how to implement a head tracking script that mirrors the movement of a virtual reality (VR) headset (the user’s actual head) to their in-game
The example first check if the user is using a VR device by checking the value of the
UserInputService/VREnabled|VREnabled property. This example only works if the user is using a VR headset.
To determine the initial
DataType/CFrame of the character’s head, the code sample calls
UserInputService/GetUserCFrame|GetUserCFrame and passes
Enum/UserCFrame|Enum.UserCFrame.Head as the argument.
To update the head’s CFrame whenever the user’s VR headset moves, the example connects the
UserInputService/UserCFrameChanged event to the TrackHead() function. When the event fires to indicate that a VR device moved, TrackHead() checks if the headset moved. If the headset moved, the function updates the CFrame of the character’s head to the
DataType/CFrame value provided as an argument.
As the UserCFrame enum also tracks VR left and right hand devices, the concept of VR device tracking can be expanded to other character bodyparts.
In order for the example to work as expected, it must be placed in a
local UserInputService = game:GetService("UserInputService") local players = game:GetService("Players") local player = players.LocalPlayer local character = player.CharacterAdded:Wait() local head = character:WaitForChild("Head") local function TrackHead(inputType, value) if inputType == Enum.UserCFrame.Head then head.CFrame = value end end if UserInputService.VREnabled then -- Set the inital CFrame head.CFrame = UserInputService:GetUserCFrame(Enum.UserCFrame.Head) -- Track VR headset movement and mirror for character's head UserInputService.UserCFrameChanged:Connect(TrackHead) end