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my own advanced camera movement system

dec 9, 2025 - more than 30 views... · roblox junk

ok, so i'm back, this time i've made something PEAK i promise. this time it's a first person camera movement thing, since the default camera is boring.

it's not really like magic, its just a lot of code to make your head move, but fuck it, if it works, it works

how it works

the first thing this script does is wait for the player's character to load, because patience is for default scripts, not for this kinda stuff

once the character is there it immediately declares WAR on the default camera by setting cam.CameraType = Enum.CameraType.Scriptable

this is the part telling roblox "i got this, u can go home now, ur services are no longer required"

from that moment on, every single frame's camera position and rotation is the script's problem, which is a huge commitment to a simple head script

and because we can't have a realistic first-person view while seeing our own face and accessories, the script has to make us a ghost (don't worry, doesn't show to others)

which is handled by the updatechar function. this function just tells "make the head and all accessories invisible" it loops through you, finds your head and sets its LocalTransparencyModifier to 1

more stuff!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

the script is also obsessed with fine tuning which is why it sets up a bunch of initial variables right at the top like sensitivity, smoothness and the all important HeadOffset. blame these variables, because they are in charge of your visuals

it also does a little bit of flair right at the start by changing the mouse icon, line 16 sets m.Icon to a specific rbxasset id, which replaces the cursor icon with something custom, so you can use an invisible image, or something, i dunno

the rest is running, fov and walkspeed stuff, which doesnt really matter here. that's it. in the end, it's a lot of code to make your head move, but i guess that's just how we do things

but WAIT...........

wait.. if you play in mobile or console, the camera is stuck in place! sweet mother of pearl!

when i found this out i actually got fucking embarrassed, but i think i fixed it. the new version uses a whole new layer of input hadling to deal with touch and gamepad, not just PC

for touch, it uses TouchStarted, TouchEnded and TouchMoved. it uses a simple boolean, touchInputActive, to make sure the mouse input doesnt interfere with input

for console it gets more complicated, because now we have to deal with the Gamepad1 input type. the script specifically checks for Enum.KeyCode.Thumbstick2, which is the right analog stick on a controller.

it uses a separate ConsoleSensitivity variable (set to 12) to translate the stick's position. this is because a thumbstick gives a position, not a delta, so the math is different, so you need a whole new variable just to make it feel right

the console support isn't just for the camera either, the script also updates the movement input handling to check for buttons. for example, the sprint key check now includes Enum.UserInputType.Gamepad1 and Enum.KeyCode.ButtonA.

so now, console players can finally sprint and feel that fov change, which is a win win for immersion, even if it means the script is almost twice as long as the other version.

absolute cinema. get it here: camera.txt

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