MouseBehavior
This property sets how the user’s mouse behaves based on the Enum/MouseBehavior
Enum. The default value is Enum.MouseBehavior.Default.
It can be set to three values:
- Default: The mouse moves freely around the user’s screen.
- LockCenter: The mouse is locked, and cannot move from, the center of the user’s screen.
- LockCurrentPosition: The mouse is locked, and cannot move from, it’s current position on the user’s screen at the time of locking.
The value of this property does not affect the sensitivity of events tracking mouse movement. For example, UserInputService/GetMouseDelta|GetMouseDelta
returns the same DataType/Vector2|Vector2
screen position in pixels regardless of whether the mouse is locked or able to move freely around the user’s screen. As a result, default scripts like those controlling the camera are not impacted by this property.
This property is overridden if a GuiButton
with GuiButton/Modal|Modal
enabled is GuiButton/Visible
unless the player’s right mouse button is down.
Note that, if the mouse is locked, UserInputService/InputChanged
will still fire when the player moves the mouse and will pass in the Delta that the mouse attempted to move by. Additionally, if the player is kicked from the game, the mouse will be forcefully unlocked.
As UserInputService
is client-side only, this property can only be used in a LocalScript
.
Code Samples
Create a Binoculars Script
This example creates a binoculars script that decreases the player’s Camera/FieldOfView|FieldOfView
and UserInputService/MouseDeltaSensitivity|MouseDeltaSensitivity
when a player with a UserInputService/MouseEnabled|MouseEnabled
left mouse clicks. The script also points the player’s Camera
towards the DataType/Vector3|Vector3
world position of the mouse click determined by the Mouse|Mouse’s
Mouse/Hit|Mouse.Hit.p
property.
When the player left mouse clicks again, the player’s camera reverts back to the a custom Enum/CameraType|CameraType
with the same field of view and Camera/CFrame|CFrame
as before the player zoomed in with the script.
While the player uses the binoculars, the script locks the player’s mouse to the center of the screen by setting the player’s UserInputType/MouseBehavior|MouseBehavior
to LockCenter. The player’s camera moves when the player moves their mouse according to the InputObject/Delta|InputObject.Delta
property passed by UserInputService/InputChanged|InputChanged
indicating the mouse’s DataType/Vector2|Vector2
change in screen position.
In order for this example to work as expected, it should be placed in a LocalScript
.
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.CharacterAdded:Wait()
local head = character:WaitForChild("Head", false)
local mouse = player:GetMouse()
local zoomed = false
local camera = game.Workspace.CurrentCamera
local target = nil
local originalProperties =
{
FieldOfView = nil,
_CFrame = nil,
MouseBehavior = nil,
MouseDeltaSensitivity = nil
}
local AngleX,TargetAngleX = 0,0
local AngleY,TargetAngleY = 0,0
-- Reset camera back to CFrame and FieldOfView before zoom
local function ResetCamera()
target = nil
camera.CameraType = Enum.CameraType.Custom
camera.CFrame = originalProperties._CFrame
camera.FieldOfView = originalProperties.FieldOfView
UserInputService.MouseBehavior = originalProperties.MouseBehavior
UserInputService.MouseDeltaSensitivity = originalProperties.MouseDeltaSensitivity
end
local function ZoomCamera()
-- Allow camera to be changed by script
camera.CameraType = Enum.CameraType.Scriptable
-- Store camera properties before zoom
originalProperties._CFrame = camera.CFrame
originalProperties.FieldOfView = camera.FieldOfView
originalProperties.MouseBehavior = UserInputService.MouseBehavior
originalProperties.MouseDeltaSensitivity = UserInputService.MouseDeltaSensitivity
-- Zoom camera
target = mouse.Hit.p
local eyesight = head.Position
camera.CFrame = CFrame.new(eyesight, target)
camera.Focus = CFrame.new(target)
camera.FieldOfView = 10
-- Lock and slow down mouse
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
UserInputService.MouseDeltaSensitivity = 1
-- Reset zoom angles
AngleX,TargetAngleX = 0,0
AngleY,TargetAngleY = 0,0
end
-- Toggle camera zoom/unzoom
local function MouseClick()
if zoomed then
-- Unzoom camera
ResetCamera()
else
-- Zoom in camera
ZoomCamera()
end
zoomed = not zoomed
end
local cameraRotation = Vector2.new(0,math.rad(-60))
local function MouseMoved(input)
if zoomed then
local sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1
local smoothness = 0.05 -- recommend anything between 0~1
local delta = Vector2.new(input.Delta.x/sensitivity,input.Delta.y/sensitivity) * smoothness
local X = TargetAngleX - delta.y
local Y = TargetAngleY - delta.x
TargetAngleX = (X >= 80 and 80) or (X <= -80 and -80) or X
TargetAngleY = (Y >= 80 and 80) or (Y <= -80 and -80) or Y
AngleX = AngleX + (TargetAngleX - AngleX) *0.35
AngleY = AngleY + (TargetAngleY - AngleY) *0.15
camera.CFrame = CFrame.new(head.Position, target)
* CFrame.Angles(0,math.rad(AngleY),0)
* CFrame.Angles(math.rad(AngleX),0,0)
end
end
local function InputBegan(input, gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
MouseClick()
end
end
local function InputChanged(input, gameProcessedEvent)
if input.UserInputType == Enum.UserInputType.MouseMovement then
MouseMoved(input)
end
end
if UserInputService.MouseEnabled then
UserInputService.InputBegan:Connect(InputBegan)
UserInputService.InputChanged:Connect(InputChanged)
end
Create a Custom CameraScript
By default, Roblox relies on a LocalScript
, described [here][1], 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 UserInputService
events.
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.
-- ========================================
-- GLOBAL VARIABLES
-- ========================================
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
-- The camera used by the LocalPlayer
local camera = game.Workspace.CurrentCamera
local players = game:GetService("Players")
local player = players.LocalPlayer
local character = player.CharacterAdded:Wait()
local torso = character:WaitForChild("Torso")
local playerPosition = torso.Position
local default_CameraPosition = torso.Position
local default_CameraRotation = Vector2.new(0,math.rad(-60))
local default_CameraZoom = 15
local cameraPosition = default_CameraPosition
local cameraRotation = default_CameraRotation
local cameraZoom = default_CameraZoom
local cameraRotationBounds = {math.rad(-81),math.rad(20)}
local cameraZoomBounds = nil --{10,200}
local touchDragSpeed = 0.15
local cameraSpeed = 0.1
local cameraRotateSpeed = 10
local cameraMouseRotateSpeed = 0.25
local cameraTouchRotateSpeed = 10
-- ========================================
-- ========================================
-- ========================================
-- UTILITY FUNCTIONS
-- ========================================
local function SetCameraMode()
camera.CameraType = "Scriptable"
camera.FieldOfView = 80
camera.CameraSubject = nil
end
local function UpdateCamera()
SetCameraMode()
local cameraRotationCFrame = CFrame.Angles(0, cameraRotation.X, 0)*CFrame.Angles(cameraRotation.Y, 0, 0)
camera.CFrame = cameraRotationCFrame + cameraPosition + cameraRotationCFrame*Vector3.new(0, 0, cameraZoom)
camera.Focus = camera.CFrame - Vector3.new(0, camera.CFrame.p.Y, 0)
end
-- ========================================
-- ========================================
-- ========================================
-- MOBILE CAMERA EVENTS
-- ========================================
-- Events used to control the camera for players using a mobile device
-- ====================
-- CAMERA MOVE
-- ====================
-- Fired by UserInputService.TouchPan
local lastTouchTranslation = nil
local function TouchMove(touchPositions, totalTranslation, velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = totalTranslation - lastTouchTranslation
cameraPosition = cameraPosition + Vector3.new(difference.X, 0, difference.Y)
UpdateCamera()
end
lastTouchTranslation = totalTranslation
end
-- ====================
-- CAMERA ROTATE
-- ====================
-- Fired by UserInputService.TouchRotate
local lastTouchRotation = nil
local function TouchRotate(touchPositions, rotation, velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = rotation - lastTouchRotation
cameraRotation = cameraRotation + Vector2.new(-difference,0)*math.rad(cameraTouchRotateSpeed*cameraRotateSpeed)
UpdateCamera()
end
lastTouchRotation = rotation
end
-- ====================
-- CAMERA ZOOM
-- ====================
-- Fired by UserInputService.TouchPinch
local lastTouchScale = nil
local function TouchZoom(touchPositions, scale, velocity, state)
if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then
local difference = scale - lastTouchScale
cameraZoom = cameraZoom * (1 + difference)
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
lastTouchScale = scale
end
local function Input()
UpdateCamera()
end
-- ========================================
-- ========================================
-- NON-MOBILE CAMERA EVENTS
-- ========================================
local function Input(inputObject)
if inputObject.UserInputType == Enum.UserInputType.Keyboard then
if inputObject.UserInputState == Enum.UserInputState.Begin then
-- ====================
-- CAMERA ZOOM
-- ====================
-- (I) Zoom In
if inputObject.KeyCode == Enum.KeyCode.I then
cameraZoom = cameraZoom - 15
elseif inputObject.KeyCode == Enum.KeyCode.O then
cameraZoom = cameraZoom + 15
end
-- (O) Zoom Out
if cameraZoomBounds ~= nil then
cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2])
else
cameraZoom = math.max(cameraZoom, 0)
end
UpdateCamera()
end
end
-- ====================
-- CAMERA ROTATE
-- ====================
local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1)
if pressed then
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition
local rotation = userInputService:GetMouseDelta()
cameraRotation = cameraRotation + rotation*math.rad(cameraMouseRotateSpeed)
else
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
-- ====================
-- CAMERA MOVE
-- ====================
local function PlayerChanged()
local movement = torso.Position - playerPosition
cameraPosition = cameraPosition + movement
playerPosition = torso.Position
UpdateCamera()
end
-- ========================================
-- ========================================
-- ========================================
-- DEVICE CHECK
-- ========================================
-- Determine whether the user is on a mobile device
if UserInputService.TouchEnabled then
-- The user is on a mobile device, use Touch events
UserInputService.TouchPan:Connect(TouchMove)
UserInputService.TouchRotate:Connect(TouchRotate)
UserInputService.TouchPinch:Connect(TouchZoom)
else
-- The user is not on a mobile device use Input events
UserInputService.InputBegan:Connect(Input)
UserInputService.InputChanged:Connect(Input)
UserInputService.InputEnded:Connect(Input)
-- Camera controlled by player movement
wait(2)
RunService:BindToRenderStep("PlayerChanged", Enum.RenderPriority.Camera.Value-1, PlayerChanged)
end
-- ========================================
-- ========================================