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Instance
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No Result Found !!!
MouseEnabled
This property can only be read from. Attempting to write to it will cause an error.
This item is not replicated across Roblox’s server/client boundary.
This property describes whether the user’s device has a mouse available. This property is true when the user’s device has an available mouse, and false when it does not.
local UserInputService = game:GetService("UserInputService")
if (UserInputService.MouseEnabled) then
print("The user's device has an available mouse!")
else
print("The user's device does not have an available mouse!")
end
It is important to check this before using UserInputService mouse functions such as UserInputService/GetMouseLocation.
As UserInputService is client-side only, this property can only be used in a LocalScript.
See also
UserInputService/MouseBehaviorUserInputService/MouseDeltaSensitivityUserInputService/MouseIconEnabledUserInputService/GetMouseLocationUserInputService/GetMouseDeltaUserInputService/GetMouseButtonsPressed
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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