Enum/UserInputState enum that describes the state of the user’s input and indicates how a user’s input is currently interacting with your game.
A special circumstance state that indicates this input is now being used for some other function. For example, binding two actions to the same input will cause a function to fire with Cancel.
A state that should never be seen in a game, essentially just marks the end of the enum.
Create a Custom CameraScript
By default, Roblox relies on a
LocalScript, described [here], to control the user’s camera. However, this script can be overridden with a custom CameraScript. The example below demonstrates how to create a custom script to control the user’s camera using many of the
The script is broken into two parts:
- Mobile camera events, which rely on touch events
- Non-mobile camera events, which rely on keyboard input and tracking the user’s movement
First, the camera script needs utility functions to setup the camera and set its
Camera/CameraType|CameraType to Scriptable so that the script can control the camera. It also needs a function to update the camera when it moves, rotates, and zooms.
Using touch events allows us to track user input as they interact with the touchscreen on their mobile device. These events allow us to handle camera movement, rotation, and zoom.
The second half of the code sample adds camera support for players on desktop devices. When input begans, the function Input() checks that the state of the input is
Enum/UserInputState|Enum.UserInputState.Begin to ignore all keypress inputs other than when the user first presses a key down. When the user presses I and O the camera zooms in and out. When the presses down and moves their left mouse button, the script
Enum/MouseBehavior|locks the player’s mouse by changing the
UserInputService/MouseBehavior property. The camera rotates according to the mouse’s
UserInputService/GetMouseDelta|change in screen position. When the player moves their character, the camera moves with them.
All of the parts discussed above are combined and shown in the code sample below.
Binding Supported Gamepad KeyCodes
This example gets a list of navigation gamepads and a list of their supported
Enum/KeyCodes. Then, it iterates through the supported KeyCode list and binds the ButtonX and X keys to functions if they are supported by a gamepad using the
Check out this article to learn more about adding support for gamepad input into your game.