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  1. 7 lut 2024 · the reason it is not working is because on line 3, where you make the variable “camOffset”, you put it to Humanoid.CameraOffset. the variable is reading the property, not referencing it. to fix this, remove the camOffset variable all together and apply the humanoid’s camera offset manually.

  2. 4 paź 2024 · found the issue. in the classic camera module at line 132 change it to this: if self:GetIsMouseLocked() then. it was: if self:GetIsMouseLocked() and not self:IsInFirstPerson() then. little bit specific for my case. So, I made a force shift lock script and in first person the camera offset does not apply.

  3. 23 sie 2020 · Paradigmed (Whyoming) August 24, 2020, 4:03pm #2. It looks like your camera may be set to custom when it should be set to fixed. You can go into Workspace.Camera and mess around with the properties to see if it changes anything.

  4. This function creates a unit Ray from a 2D position on the screen (defined in pixels), accounting for the GUI inset. The Ray originates from the Vector3 equivalent of the 2D position in the world at the given depth (in studs) away from the Camera.

  5. 16 sty 2024 · But, for some reason, no matter what I do, I just can't get the viewport frame to show up on the surface UI. I've tried going and making a separate frame with just one part in it and it works fine, but this just won't show up. Can anyone help me figure this out?

  6. 9 kwi 2021 · Sometimes, if the Workspace Camera gets set to Scriptable, all mouse inputs stop working. You could try checking if switching the CameraType to Fixed or anything else fixes your problem. It should be in the Properties window when you select the Camera in the Workspace.

  7. 29 mar 2021 · You’re not lerping at the end till the offset is 0 for each axis, so it lerps once and that’s it.

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