In my game I force something like shiftlock while holding weapons, and if a player enables real shiftlock their camera is offset way farther than intended, by my offset and the shiftlock offset together. My research has only pointed to checking if UserInputService.MouseDirection is LockCenter, but I set it to that myself for my fake shiftlock, so I cannot use it to tell. Is there any real way to tell if shift lock is active, without forking the player camera module?
Consider completely turning off shiftlock. seems like it would be appropriate given the game’s mechanics.
why not just make the “regular” shift lock also use your camera offset?
I hadn’t thought of it, and I’m not sure if it’s what you meant, but what I’m now doing is replacing shiftlock gamewide with my fake, so players can toggle it like regular shiftlock, and enabling it regardless when tools are held
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