This is gonna aways add CFvalues to the previous, and its not what it is meant to do unless your camera is still, so its not a propper way to use along with the default camera settings.
Does someone know where can I find the current rotation of the camera as it should be without the shaker CF at the default CameraModule, so I can apply this module correctly?
Uh, nevermind, i solved it by changing the :Start() method to
function CameraShaker:Start()
if (self._running) then return end
self._running = true
local callback = self._callback
game:GetService("RunService"):BindToRenderStep(self._renderName, self._renderPriority, function(dt)
profileBegin(profileTag)
local cf = self:Update(dt)
profileEnd()
callback(cf * self._oldCF:Inverse())
self._oldCF = cf
end)
end
I saved the last shakerCF in a variable and subtracted it on the next change
hey dude i ran into a problem.i dont know how to change the fade out time from local script
for example:
camshake:Shake(CameraShaker.Presets.Explosion)
i wanna change the roughness,magnitude,fadeout time from local script
This is really cool and i love it thats its really smooth but if you are going to call it easy to use atleast provide full example as i got confused in many parts of the script trying to figure it out
Either way the result was really good and i loved it
Has anybody had this problem where the camera shake module shakes the camera violently when a player joins the game? I can’t seem to figure out what the issue is.
I think you have to create a new CameraShake object with CameraShaker.new() and THEN use CameraShakeObject:Start() and CameraShakeObject:Shake(CameraShakerObject.Presets.Explosion)
Hello, I am getting an error with the first script (CameraShaker) when I activate it. Here is it : ReplicatedStorage.CameraShaker:89: RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)