Mac trackpads seem to be designed for gestures and likely connected via the old mouse events!
Makes sense, now windows users can join in on the fun
To clarify, on Mac you previously had to push 2 fingers down in the right corner to activate a “right mouse button hold”, which isn’t great and was difficult to do for longer periods of time. Now you won’t have to push down on the trackpad, you can just glide 2 fingers together across the trackpad, and you will be able to switch quickly between 1 finger (cursor) and 2 fingers (camera). Also, we didn’t previously support pinch in/out to zoom.
The only thing new I saw here was 2 fingers for camera look around. I’ve been using the trackpad since 2016 and i’ve always used pinch to zoom in/ zoom out
same here on my old windows laptops, in addition to being able to move the camera by tapping and dragging with two fingers, but this is an official implementation of those features. some laptops map these gestures to the physical mouse alternative; e.g. pinching as opposed to scrolling with the wheel, two-finger tap as opposed to right click
Finally! This is going to make the Roblox laptop experience so much better.
Yes this will make playing roblox on my macbook so much easier
Obbies which require you to zoom in sometimes to get through very tight gaps with lazers was a pain for me when i had a laptop, but now i see how this is making everything easier, dream come true for laptops
This is a really good feature, it was always a pain to have to use shiftlock to play almost properly with a touchpad. Keep up the work.
On Windows trackpads, MouseWheel was previously caused by a pinch OR vertical two-finger pan, unless the trackpad driver was doing something different. This is what you’ve been using.
We’ll be making this more consistent on Windows in the next phase.
This feature is wonderful, and opens doors for developers to add better control schemes to their games. Thank you.
However, will there be a ContextActionService version of this?
I want to include trackpad support for a certain usage, but I need to be able to sink the input with Enum.ContextActionResult.Sink
in order to have proper behavior. UIS does not, as far as I know, have any equivalent to the priority binding system of the CAS API, and I therefore cannot use it.
EDIT: Apparently, this is the only UIS event that behaves the same as CAS. How strange. It’s a separate event instead of an Enum for InputBegan, so it has its own behavior that mimics CAS mouse functions.
EDIT 2: Nvm, I believe it behaved that way because of how CameraScript handles GameProcessed. My bad. I don’t have a trackpad so tests require me to send files to people and certain things get lost in transit. Sorry.
Really glad this is a feature now. This will benefit a lot of players, thank you!
Amazing!!! Thank you so much this is really gonna fix trying to use the awkward right click button while playing roblox.
This will be so nice for them, being able to not have to click down to use the trackpad to move…
oooooo.
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.
Nice, I think this will allow for some pretty awesome stuff.
Flashbacks to 2008-2015 when all I had to use was a laptop for developing. I am very glad something like this is coming!
This is enabled as of 15:45 Pacific time.
Seems like something went wrong with this update scrolling using a normal mouse, anywhere, is inverted and feels extremely weird
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.