Hi Zer, thanks for reporting this. Do you mind confirming that you’re still seeing this issue and attaching a new video? The previous media is no longer accessible. Thank you!
Yah it would primarily be more noticeable when the cameras FieldOfView property was changing the place had a system that would change the FieldOfView based on the HumanoidRootParts velocity.
You can just throw in a LocalScript like this, players pointed it out to me when jumping, running, or dashing.
local Players = game:GetService("Players")
local TweenService = game:GetService("TweenService")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local fieldOfViewInfo = TweenInfo.new(.3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out)
local camera = workspace.CurrentCamera
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local primaryPart = character.PrimaryPart or character:WaitForChild("HumanoidRootPart")
local humanoid = character:FindFirstChildOfClass("Humanoid") or character:WaitForChild("Humanoid")
RunService.RenderStepped:Connect(function()
TweenService:Create(camera, fieldOfViewInfo, {FieldOfView = 70 + 30 * (primaryPart.AssemblyLinearVelocity.Magnitude / 60)}):Play()
if UserInputService:IsKeyDown(Enum.KeyCode.LeftShift) then
humanoid.WalkSpeed = 24
else
humanoid.WalkSpeed = 14
end
end)