How to make a mouse trail effect?

Hi everyone! I’ve been quite curious on how to create a mouse trail effect however, I’m not sure if it is possible. If you have any ideas on how to achieve this, please let me know. Thank you!

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Interesting question!

I’ve never done such a thing, but the way I’d do it is to constantly be creating and fading out then removing ImageLabels where the mouse’s position is. You can get a mouse’s position by using local mouse = game.Players.LocalPlayer:GetMouse() to get the mouse and then the X value would be mouse.X while the Y value would be mouse.Y.

I could create the trail effect like so:

local imageId = "" -- you can put whatever mouse icon ID you want here
local mouseIcons = {} -- store icons here to remove as needed

while wait(.1) do
    if mouseIcons[5] ~= nil then
        mouseIcons[5]:Destroy() -- destroy the last value
    end
    for i = 1, 4 do
        if mouseIcons[i] ~= nil then
            mouseIcons[i + 1] = mouseIcons[i] -- shifting values down
            mouseIcons[i + 1].ZIndex -= 1 -- lower the layer
            mouseIcons[i + 1].Transparency -= .2 -- fade out
        end
    end
    local mouseIcon = Instance.new("ImageLabel")
    mouseIcon.Position = UDim2.new(0, mouse.X, 0, mouse.Y)
    mouseIcon.Image = imageId -- set the image
    mouseIcon.ZIndex = 6 -- this makes sure the newest one is on top
    mouseIcon.Parent = ScreenGui -- make sure you create a ScreenGui
    -- customize the size or anything of the image however you like here

    mouseIcons[1] = mouseIcon -- set as first value in the table
end

Edit:
You’ll also wanna make the default mouse invisible. To do this:

local UIS = game:GetService("UserInputService")
UIS.MouseIconEnabled = false

Edit 2:
Upon testing this on my end, this works pretty well, but the core mouse icon is jittery. To fix this, I would use RenderStepped to have one ImageLabel that is always right where the mouse’s position is.

local mouseIcon = Instance.new("ImageLabel")
mouseIcon.ZIndex = 7 -- make it higher zindex than all the other icons
-- same properties you've added before here

local RS = game:GetService("RunService")
RS.RenderStepped:Connect(function()
    mouseIcon.Position = UDim2.new(0, mouse.X, 0, mouse.Y)
end)
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