Utilization of UserInputService for Custom First-person Character

A rough copy of what I plan to do for a single player game I’m gonna make, here’s a first person character completely customized using UserInputService. Give it a shot here.

looking for link or something or anything

EDIT: darn latetoasted :frowning:

also gg you made it friends only

Its friends only so I sent you a friend request.

sent you a friend request.

My bad! It’s now open for anyone.

Help meeeeeeeeeeeeee

Two things Im sure youre going to address:

  1. dont look straight up or down
  2. when we fall, we’re very floaty

[quote] Two things Im sure youre going to address:

  1. dont look straight up or down
  2. when we fall, we’re very floaty [/quote]

Yes and yes. :stuck_out_tongue:

I actually like the floaty part but when will you make it so you can jump?

Jumping is bad. It encourages crappy game play :stuck_out_tongue:

I did something like this recently too, and I can’t get the sensitivity right. I can’t get the sensitivity to work at a good rate in both studio and in game, if I get it right on one roblox version, then the other is either fast or slow which makes testing really inconsistent.

Would you mind sharing the whole conversion from mouse deltas into camera rotation via reply or PM? I’d really love to get some insight as to how you went about doing it, I’m a little stumped on it.

I hadn’t considered that different screen sizes would produce different mouse deltas. However, if I were to solve that (as I have not yet, thanks for bringing that up), I would normalize the mouse deltas by dividing them by the screen width and height. That should probably fix the problem, allowing you to have an absolute sensitivity on any size screen.

Anyways, I’ve updated it with a nicer, OOP version that uses a physical part capsule in order to do collision and mounting ramps (less raycasting, more happiness). A problem I encountered with this solution was that it would bounce. A lot. So I made a fix for that as well. Also, you can jump really, really high in this version.

This is turning out to be pretty swag.

If you move your mouse diagonally down/up when your camera is facing max down/up then your camera won’t move at all.

Also the field of view is microscopic. Is it always that small? Or maybe that’s just an illusion from the high sensitivity.

[quote] If you move your mouse diagonally down/up when your camera is facing max down/up then your camera won’t move at all.

Also the field of view is microscopic. Is it always that small? Or maybe that’s just an illusion from the high sensitivity. [/quote]

Yeah, that not move at all problem is something I’ll work on fixing. It won’t happen very often, since, uh, you won’t be looking at such intense angles all the time.

The field of view is default, 70. The sensitivity may be higher on your screen due to the problem that WhoBloxedWho mentioned.

You should increase the field of view. For a first person PC game 90 is the generally accepted standard. Personally I prefer 110, which I guess is why it looked so small.

Now with amazing hierarchical punching.

For those too lazy to see the stuff I did:

Starting to make a nice concise system for making a single player adventure in first person. Platforming is coming along, as well as triggers such as death. Should be fun.