We considered exposing this as a CAS-compatible UserInputType but decided against it:
We would have to pack extra information into InputObject fields
InputObject field packing is already non-obvious and quirky, and we don’t want to make that situation worse.
InputObject.Position.Z for MouseWheel input type is reserved for a combination of mouse wheel + two-finger vertical pan + pinch, and must stay that way for compatibility. That leaves us with three fields in the InputObject (Delta.x/y/z), but four fields to expose (wheel+pan x+pan y+pinch) – so we can’t just pack this into a MouseWheel InputObject.
We might consider a new UserInputType to supersede MouseWheel if there’s enough demand.
Change is reverted. Some platforms had inverted scrolling for MouseWheel events.
We’re going to put in a more holistic fix for camera inversion and try again next week.
It’s frustrating to need to get used to this after 7 years of Roblox experience with the old trackpad controls. It also takes way longer to get your hand into the “Pinch” position from the rotation/mouse-moving position. I was really satisfied with the way it was before, and it wasn’t difficult to rotate the camera with two fingers + press at the same time.
I agree with @SamsonXVI. I use my index and middle finger when using my trackpad and was able to change the zoom very easily prior to this update; using my thumb to pinch takes much longer. I’m fine with the new pan gesture but the zoom gesture feels awkward to me. Also, the camera pans when I scroll through the chat or the leaderboard which I’m sure wasn’t intended behavior.