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GyroscopeEnabled

UserInputService

bool

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