Basically i have this problem, where the character rotates with the camera, without shiftlock, and it is annoying. The strange this is, it only happens inside the game, not inside studio.
I tried turning shitftlock on/off, tried setting humanoid autorotate to position/camera. Nothing worked for me so far.
Do you mind sharing the lines of code in the localscript where the input begins? If the server gives the player that localscript using the PlayerAdded event, a lot of times, starting a test in studio will load you in before that can fire!
Alright, so basically i use a module for my camera: Over-The-Shoulder Camera System
I also use a custom character loading function (so i can easily swap characters)
On loading a character, i do a loop, to clone everything from StarterCharacterScript to this new character.
What happens to the studio glitch if you try this?
local players = {} -- master table, our count of all players
Players.PlayerAdded:Connect(function(player)
table.insert(players,player.Name) -- player joined, add to accountability table
LoadChar(player, newCharacter)
end)
Players.PlayerRemoving:Connect(function(player) -- this removes accounted for players
local finds = table.find(players,player.Name) or nil
if finds then
table.remove(players,finds)
end
end)
while #Players:GetChildren() ~= #players and #players == 0 do -- this adds player to master table if they load in early or there's an error
task.wait()
local ready = next(Players:GetChildren()) or nil
if ready then
for x, player in ipairs(Players:GetChildren()) do
table.insert(players,player.Name)
LoadChar(player, newCharacter)
end
end
end
Hey, the issue still persists in-game.
I really dont know whats causing it, since yesterday when i playtested, it was fine.
Also, the camera module is in StarterPlayerScripts since i need to load the player settings, when they get teleported from the main place.
do you mind printing when the cameramodule starts user input? You could keep moving the print() up each block until it outputs to find out what’s going on that way!
Ok so, either im dumb or not.
Locking the camera setting at Classic fixes the bug now.
When i tried it earlier today it didnt work.
Thanks to everyone trying to help!!