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Delta
A Vector3 describing the Delta (change) between mouse/joystick movements.
This is useful when used with the input’s InputObject/Position|position to track the position and movement of the user’s mouse/joystick, such as when you’re creating custom movement or camera scripts. Consider tracking input object changes using the Instance/Changed event or when user input changes via events such as UserInputService/InputChanged and GuiObject/InputChanged.
See also
InputObject/KeyCodeInputObject/PositionInputObject/UserInputStateInputObject/UserInputType
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
Handling InputChanged
The following example demonstrates one of many usage examples of handling user input from InputChanged depending on its type.
-- In order to use the InputChanged event, the UserInputService service must be used
local userInputService = game:GetService("UserInputService")
-- Prints the current input position and the change (delta) in position
local function printMovement(input)
print("\tPosition:",input.Position)
print("\tMovement Delta:",input.Delta)
end
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.MouseMovement then
print("The mouse has been moved!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.MouseWheel then
print("The mouse wheel has been scrolled!")
print("\tWheel Movement:",input.Position.Z)
elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
print("The left thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
print("The right thumbstick has been moved!")
printMovement(input)
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
print("The pressure being applied to the left trigger has changed!")
print("\tPressure:",input.Position.Z)
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
print("The pressure being applied to the right trigger has changed!")
print("\tPressure:",input.Position.Z)
end
elseif input.UserInputType == Enum.UserInputType.Touch then
print("The user's finger is moving on the screen!")
printMovement(input)
elseif input.UserInputType == Enum.UserInputType.Gyro then
local rotInput,rotCFrame = UserInputService:GetDeviceRotation()
local rotX,rotY,rotZ = rotCFrame:toEulerAnglesXYZ()
local rot = Vector3.new(math.deg(rotX),math.deg(rotY),math.deg(rotZ))
print("The rotation of the user's mobile device has been changed!")
print("\tPosition",rotCFrame.p)
print("\tRotation:",rot)
elseif input.UserInputType == Enum.UserInputType.Accelerometer then
print("The acceleration of the user's mobile device has been changed!")
printMovement(input)
end
end
userInputService.InputChanged:Connect(InputChanged)
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