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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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