Trying to make a jetpack system. Here is the bit of code that deals with body gyro
local sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1
local smoothness = 0.05 -- recommend anything between 0~1
local delta = Vector2.new(input.Delta.x/sensitivity,input.Delta.y/sensitivity) * smoothness
bg.CFrame = char.LowerTorso.CFrame * CFrame.Angles(delta.Y/-10,delta.X/-10,0)
However, up and down mouse input doesnt react the way I want it to. Its like the character bounces back to straight position.
are you trying to make the character face the camera?
didnt see your video until now but clamping the pitch doesnt seem like its the problem from the video so ignore that for now
uis.InputChanged:Connect(function (input)
if input.UserInputType == Enum.UserInputType.MouseMovement then
cam.CameraType = "Scriptable"
uis.MouseBehavior = Enum.MouseBehavior.LockCenter
local sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1
local smoothness = 0.05 -- recommend anything between 0~1
local delta = Vector2.new(input.Delta.x/sensitivity,input.Delta.y/sensitivity) * smoothness
bg.CFrame = hrp.CFrame * CFrame.Angles(delta.Y/-10,delta.X/-10,0)
end
end)
its using the mosuedelta from the UIS to change the gyro.