so that the game’s camera moves around based on where the player’s IRL head is facing. This would be useful for a first person cockpit camera where it could detect your head moving left, and actually move your game camera slightly left to see other cars for example.
I am not able to go through and do all the math/specific implementation this may require for you at this time, but I can point you in the correct direction.
You’re gonna need to play with the PlayerModule to get this functionality going.
In studio, load into the game (test play)
Go to StarterPlayer, you’ll find “PlayerModule”.
Copy the PlayerModule and all it’s decendants, then quit the test, and paste it wherever you want in order to read it more thoroughly.
Under the PlayerModule you’ll find VRCamera and other VR related stuff - that’s where all the juicy stuff you’re gonna want is.
To override the PlayerModule with your own, paste the PlayerModule back into StarterPlayerScripts and make any modifications as you want, however this might not be suitable for your use-case
If you don’t need it… it will still be very useful to see how you should implement this.
Are you sure this is the camera input system and not something to do with VR headsets, since its “VRCamera”? I was talking about the ability roblox provides to move the character’s head by tracking where your IRL head is facing by turning on a physical camera, like this
VRService is explicitly for VR Headsets. The APIs to access facial recognition’s output information are simply not accessible to non-plugin code (at best they might be able to figure out the information they want from the CFrame of the player’s character head, however).