Type Index Pages
- BillboardGui
- Frame
- Hint
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- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
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- TextBox
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- StudioTheme
No results found!
-
Instance
- GameSettings
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- BodyMover
- WeldConstraint
- HttpRbxApiService
- NotificationService
- Translator
- Lighting
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- GuiService
- UserInputService
- Studio
- Plugin
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- Pages
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- TestService
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- TouchInputService
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- ServerScriptService
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- LogService
- InputObject
- Toolbar
- LuaSettings
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- CFrameValue
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- Color3Value
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- Vector3Value
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- BindableFunction
- Button
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- LocalizationTable
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- ScriptDebugger
- Animator
- Attachment
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- PluginManager
- Camera
- Stats
- Sky
- StarterPlayer
- Dragger
- TerrainRegion
- Path
- TextFilterResult
- Dialog
- StatsItem
- GoogleAnalyticsConfiguration
- ScriptContext
- ControllerService
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- ReflectionMetadataEnums
- DebuggerManager
- GuiBase
- UIBase
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- PostEffect
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- VRService
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- Player
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- IntConstrainedValue
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- ForceField
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- ParticleEmitter
- IntValue
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- SoundGroup
- UserGameSettings
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- GlobalDataStore
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- CustomEvent
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- VirtualInputManager
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- ClusterPacketCache
- PVInstance
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- Controller
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- ReflectionMetadataFunctions
- ReflectionMetadataYieldFunctions
- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
No Result Found !!!
GyroscopeEnabled
This item is not replicated across Roblox’s server/client boundary.
This property can only be read from. Attempting to write to it will cause an error.
This property describes whether the user’s device has a gyroscope.
A gyroscope is an component found in most mobile devices that detects orientation and rotational speed.
If a user’s device has a gyroscope, you can use incorporate it into your game using the UserInputService/GetDeviceRotation
function and UserInputService/DeviceRotationChanged
event.
local UserInputService = game:GetService("UserInputService")
local gyroIsEnabled = UserInputService.GyroscopeEnabled
if (gyroIsEnabled) then
print("Gyroscope is enabled!")
else
print("Gyroscope is not enabled!")
end
As UserInputService
is client-side only, this property can only be used in a LocalScript
.
See this page for articles on cross-platform development.
Code Samples
Create a Gyroscopic Camera
This example controls the player’s Camera
so that it matches the player’s device orientation via using the device’s UserInputService/GyroscopeEnabled|gyroscope
and UserInputService/AccelerometerEnabled|accelerometer
.
The camera is positioned inside the player’s head, and updated to move with the player and the user’s device rotation, by executing the following line every RunService/BindToRenderStep|RenderStep
:
camera.CFrame = CFrame.new(head.Position - Vector3.new(0,8,10)) * currentRotation
The code sample relies on the device’s gyroscope to determine when the player rotates their device. It does so by connecting to the UserInputService/DeviceRotationChanged|DeviceRotationChanged
event.
The code sample relies on the device’s accelerometer to retrieve the gravity vector used to determine the device’s orientation (whether it is flipped upside down or not). To determine whether the device’s orientation is upside down, the code sample uses the UserInputService/DeviceGravityChanged|DeviceGravityChanged
event.
Since the script places the camera inside the head to create a first-person camera, the limbs are made transparent by the HideCharacter()
function so that the player does not see their Player/Character
when rotating the camera.
In order for this example to work as expected, it must be placed in a LocalScript
and the user’s device must have a gyroscope and an accelerometer.
local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local Players = game:GetService("Players") local player = Players.LocalPlayer local character = player.CharacterAdded:wait() local head = character:WaitForChild("Head") local camera = game.Workspace.CurrentCamera local currentRotation = camera.CFrame-- CFrame.new(Vector3.new(0,0,0), Vector3.new(0,0,0)) local lastInputFrame = nil local upsideDown = false wait() local orientationSet = false local function GravityChanged(gravity) if not orientationSet then upsideDown = (gravity.Position.X < -.5 or gravity.Position.Z > .5) orientationSet = true end end local function RotationChanged(rotation, rotCFrame) if orientationSet then if not lastInputFrame then lastInputFrame = rotCFrame end local delta = rotCFrame * lastInputFrame:inverse() local x,y,z = delta:toEulerAnglesXYZ() if upsideDown then delta = CFrame.Angles(-x, y, z) else delta = CFrame.Angles(x, -y, z) end currentRotation = currentRotation * delta lastInputFrame = rotCFrame end end local function HideCharacter() for _, limb in pairs (character:GetChildren()) do if limb:IsA("Part") then limb.Transparency = 1 end end end local function UpdateCamera() local camera = game.Workspace.CurrentCamera camera.CoordinateFrame = currentRotation camera.Focus = CFrame.new(currentRotation * Vector3.new(0,0,-10)) end if UserInputService.GyroscopeEnabled then UserInputService.DeviceGravityChanged:Connect(GravityChanged) UserInputService.DeviceRotationChanged:Connect(RotationChanged) HideCharacter() RunService:BindToRenderStep("Camera", Enum.RenderPriority.Camera.Value, function() camera.CFrame = CFrame.new(head.Position - Vector3.new(0,8,10)) * currentRotation camera.Focus = CFrame.new(currentRotation * Vector3.new(0,0,-10)) end) end
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