Type Index Pages
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No results found!
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Instance
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No Result Found !!!
MouseDeltaSensitivity
This item is not replicated across Roblox’s server/client boundary.
This property determines the sensitivity of the user’s Mouse
.
The sensitivity determines the extent to which a movement of the physical mouse translates to a movement of the mouse in-game. This can be used to adjusted how sensitive events tracking mouse movement, like UserInputService/GetMouseDelta|GetMouseDelta
, are to mouse movement.
This property does not affect the movement of the mouse icon. Nor does it affect the Camera Sensitivity setting found in the Settings tab of the client’s Settings menu, which also adjusts the sensitivity of events tracking mouse movement.
This property has a maximum value of 10 and a minimum value of 0. A lower value corresponds to lower sensitivity, and a higher value to higher sensitivity.
When sensitivity is 0, events that track the mouse’s movement will still fire but all parameters and properties indicating the change in mouse position will return DataType/Vector2|Vector2.new()
, or DataType/Vector3|Vector3.new()
in the case of InputObject/Delta|InputObject.Delta
. For example, UserInputService/GetMouseDelta|GetMouseDelta
will always return (0, 0).
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
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