EZ Camera Shake ported to Roblox

I had that same issue, what I ended up doing was adding a seperate variable called ShakeCFrame which the module changes, then multiplying that on top of the player input in the render step function

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Lmao yeah about 5 hours of playing around later, I came to roughly the same solution

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Is it possible to use the shake while the players cameraā€™s cframe is being set to a location in a loop?
Iā€™m making a cannon system where while your aiming your camera is stuck on the barrel and want to use this shake when fired. Thanks!

Nevermind, I can just pause the loop that sets the cameraā€™s cframe while the shake happens.

perhaps to make those short bursts of movement blend smooth into each other, instead of random univariate noise which would have made them step-wise more likely

Are you willing to share the code for this?

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it only works locally due to localscripts having the ability to access the camera

very nice to see unity assets imported to roblox.

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I am having an issue where this script:

function CameraShaker:ShakeOnce(magnitude, roughness, fadeInTime, fadeOutTime, posInfluence, rotInfluence)
	local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime)
	shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence)
	shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence)
	self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance --this line has the error
	return shakeInstance
end

returns the error ā€œattempt to get length of a nil valueā€ even though I used a cameraShaker.new() and a CameraShakeObject:Start() function in the camera shake wrapper module script:

local CameraShaker = require(script:WaitForChild("CameraShaker"))

local CurrentCamera = workspace.CurrentCamera

local CamShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCFrame)
	CurrentCamera.CFrame *= shakeCFrame
end)

CamShake:Start()

Does anyone know how to solve this issue?

Nevermind, I solved it by changing the variable in the shaker wrapper module from the CameraShaker module to the camera shake object (CameraShaker.new() result)

Iā€™m using this as part of a cutscene Iā€™m making, so the camera is set to Scriptable. After the camera shakes, the cameraā€™s cframe isnā€™t exactly where it originally was. Is there a way to counter this or would you just have to set the cameraā€™s cframe again?

Is there a way to make the screen shake, but not offset your mouse position?

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Do you put the scripts into server script service? Also do you call it in a local or server script. Anyone know?

Anyway to have this only affect the camera on one axis?

You need to call this on the client because only the client has an active camera.

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Sorry for reviving, but is there a way i can make this work with tweens?

Hello! I have been trying to make a little camera shake for my game; here is the script I use:

local camerashaker = require(game.Players.LocalPlayer.PlayerScripts:WaitForChild("CameraShaker"))

local player = game.Players.LocalPlayer

repeat task.wait() until game:IsLoaded()

local char = player.Character
local hum = char:WaitForChild("Humanoid")

local camera = game.Workspace.CurrentCamera

local camShake = camerashaker.new(Enum.RenderPriority.Camera.Value, function(shakeCf)
	camera.CFrame = camera.CFrame * shakeCf
end)

camShake:Start()

local iswalking = false
local previous = true

while task.wait() do
	if hum.MoveDirection.Magnitude > 0 then
		iswalking = true
	else
		iswalking = false
	end
	
	if previous ~= iswalking then
		if iswalking == true then
			print("walk")
			camShake:StopSustained(0)
			camShake:ShakeSustain(camerashaker.Presets.Earthquake)
		end
		if iswalking == false then
			print("nowalk")
			camShake:StopSustained(0)
			camShake:ShakeSustain(camerashaker.Presets.HandheldCamera)
		end
	end
	
	previous = iswalking
end

Whenever I run it, it prints normally, however the camera shake intensifies a whole lot the longer I wait in a certain mode. After 30 seconds on the HandheldCamera, it does 360s and 180s. I donā€™t know if this is intentional, and if it is, how to fix it. Any help appreciated!

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Earthquake & Handheld Camera both have heavy like weight on the shake. If you go within the module and find a script that says presets you can choose the one you like which you could also modify. I suggest you dont use camera shakes for camera bobbing search up some videos on youtube for camera bobbing.

To anyone still looking for a fix to the violent shake problem, the issue seems to be fixed by adding a math.min on lines 72 and 79 of the CameraShakeInstance module. Hope this helps.

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