You can change the UserInput to a KeyCode or another user input by going into the PlayerModule → CameraModule → CameraInput. The lines responsible for toggling the CameraToggle will have lines similar to this:
local rmbDown, rmbUp
do
local rmbDownBindable = Instance.new("BindableEvent")
local rmbUpBindable = Instance.new("BindableEvent")
rmbDown = rmbDownBindable.Event
rmbUp = rmbUpBindable.Event
UserInputService.InputBegan:Connect(function(input, gpe)
if not gpe and input.UserInputType == Enum.UserInputType.MouseButton2 then
rmbDownBindable:Fire()
end
end)
UserInputService.InputEnded:Connect(function(input, gpe)
if input.UserInputType == Enum.UserInputType.MouseButton2 then
rmbUpBindable:Fire()
end
end)
end
I see this as an improvement to the Shift-Lock camera type we have which is a great thing, definitely gonna take some time getting used to, then again it’s entirely optional
This reminded me that turning off certain camera modes for your game still doesn’t work. That feature should definitely be fixed before this is added, as this may hinder many current games.
I think, that this is same as shift lock. From what is here, only difference is that this isnt rotating character, but character will rotate when i move with him.
Also, I am using custom module in my game, so must I edit it?
Thousands of new error messages started showing up in the analytics for my game Growing Up that appear to be related to the new Camera Toggle:
CameraToggle is not a valid EnumItem | Players.player.PlayerScripts.PlayerModule.CameraModule, line 99
And:
Players.player.PlayerScripts.PlayerModule.CameraModule.TransparencyController:168: max must be greater than min | Players.player.PlayerScripts.PlayerModule.CameraModule.TransparencyController, line 168 - function Update Players.player.PlayerScripts.PlayerModule.CameraModule, line 486 - function Update Players.player.PlayerScripts.PlayerModule.CameraModule, line 145
I don’t know what players are doing to get this error, or if it is causing them any grief. But I thought I should report it since it is new.
Seems like an useful mode, especially for those on laptops!
I don’t think I’ll be using this on desktop, though. Mouselock already does a fine job for me whenever I need it and I’ve got enough space to move around, so yeah. Glad it’s not going to be the default as well from what it seems.
This is very similar to shift-lock, except that it has a different angle instead. Personally, I prefer the “Camera toggle” angle compared to shift-lock, but can anyone explain to me the important differences between the two?
i like what’s being done here, but i more often than not accidentally enable it, and it really destroys my gameflow (especially when aiming in third person)
Hey there! In this post I will be talking and giving my opinion about the topic “Introducing Camera Toggle” feel free to give me your opinion in the comments below!
It helps to control the Camera on laptops and desktops. Let’s see what it has to offer!
Instructions
Tap RMB to switch into toggle mode.
Tap RMB again to switch out of toggle mode.
I think that the instructions are personally ok. I will have to get used to this again, it does help!
Advantage: You don’t have to be holding down a mouse button to move the camera.
To be honest, I don’t really like this part, but will probably change minds later on. I liked the style of how it is and now was. I need to get used to this, and will. But I dislike this part of the feature a little bit.
They do say that it’s super usefull if you’re on an older trackpad without gesture support, I do have to agree with this that is would be more usefull. You can move the camera with one swipe with your finger, this will be way easier for them. Excited about this part to see how it’ll go!
Camera Toggle is a selectable option in the in-game menu. It is a major change in Roblox and that’s why I’m giving you my opinion.
You can test it out by going into a game with unforked camera scripts and selecting “CameraToggle” under Camera Mode. It is good that you can test it, before dropping it on studio.
It’s honestly pretty nice. It’s like a second shiftlock but on the center of my screen, ontop of that it makes it less of a nuisance for those who have small mousepads. It would still be a lot of flicking but at least they don’t have to hold down right click. Maybe the activation button could switch to something less intrusive such as ctrl or possibly could add onto shiftlock. If both are enabled it could lock the avatar to the screens orientaion just as shift lock does but keep the cursor in the center of the screen. I would love to see something like that.
Some thoughts after playing with it instead of Shift Mouse Lock; this is definitely not a replacement for it. The primary reason I used it was to automatically rotate my character in the direction I was looking.
That being said, I love the fact that I don’t have to hold down the RMB to look around. Perhaps the automatic rotation could happen when you hold down the RMB while in Camera Toggle mode?
Finally, I think the raised camera altitude should be tweaked a bit; it can be awkward when looking from the side in a confined space. Perhaps the camera’s altitude should be based on the angle of the camera (looking from above raises the camera, looking from the side keeps it level, and looking underneath could lower it?)
Overall I’m a fan of the Camera Toggle, but think it could still be supplemented with some extra functionality to make it a perfect camera mode.
edit: also, you might want to make the camera control notification an actual notification instead of a regular GUI - it intersects with other game GUI in many places I’ve tested it:
I feel like it will take a bit for me to get used to this, but as someone who is almost constantly holding down the right mouse button, I think this will be a welcome change.
I really think this is a nice feature for all of us, leaving a couple of suggestions on what to add, which is of course considered.
As the imaginary platform grows and we want to impress players with our creations, Roblox staff helps us making our and other players studio- and ingame experience better.
I really have no critique to say, It’s an awesome thing overall!