Realism — Make your games feel more immersive!

Is it possible to make the player rotate the head in every direction?

Im trying to create a toggle for the look angle feature…

I cant quite figure out how to reset the motors orientations and rotators to the default values.

anyone have any idea how to do this?

Yes but its quite ugly… Just edit the config pitch/yaw min/max values

Youd have to manually remove the code… Unfortunately the config doesnt have that many options

Hello, I’d like to ask, will there be updated version to support the new joints the “AvatarJointUpgrade” is promised to bring?

Quick issue here, when the game starts in first person, the camera’s offset doesn’t seem to change. If i start out of first person, then zoom in, the camera is offsetted fine.

script.tog:GetPropertyChangedSignal("Value"):Connect(function() --bool value i made to toggle
	if script.tog.Value == false then
		--disable
		guh1:Disconnect() --set the connections as variables in the CharacterRealism:Start() function so they can be disconnected manually
		guh2:Disconnect() --you might not want to disconnect OnLookReceive, as that will result in other players not showing their movement, i did though
		guh3:Disconnect()
		
		for i,v in pairs(game.Players:GetChildren()) do
			if v.Character then
				if v.Character.Torso then
					v.Character.Torso["Left Hip"].C0.CFrame = CFrame.Angles(0,math.rad(-90),0)
					v.Character.Torso["Right Hip"].C0.CFrame = CFrame.Angles(0,math.rad(90),0)
					v.Character.Torso["Neck"].C0.CFrame = CFrame.Angles(math.rad(-90),math.rad(-180),0)
					v.Character.Torso["Left Shoulder"].C0.CFrame = CFrame.Angles(0,math.rad(-90),0)
					v.Character.Torso["Right Shoulder"].C0.CFrame = CFrame.Angles(0,math.rad(90),0)
				end
			end
		end
	else
		--enable realism again by connecting the events again
		guh1 = CharacterRealism:Connect("UpdateLookAngles", RunService.Heartbeat)
		guh2 = CharacterRealism:Connect("OnLookReceive", CharacterRealism.SetLookAngles.OnClientEvent)
		guh3 = CharacterRealism:Connect("OnHumanoidAdded", CollectionService:GetInstanceAddedSignal(CharacterRealism.BindTag))
	end
end)

There seem to be problems with vehicle seats too… would appreciate any help. Basically if you go into first person and then enter a vehicleseat, your head accessories seem to get cloned at a random position above your head. Also snaps you into first person when you exit often times. Not sure why

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Ah, nevermind, theyre the headmirrors, easy to fix

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Did you fix this? If so, can you send the updated source code since the original code was last updated 2 years ago.