

If UIS:IsGamepadButtonDown(Gamepad, Enum.Ke圜ode.Button元) then Local HandCF_L = VRService:GetUserCFrame() Local HandCF_R = VRService:GetUserCFrame() RunService.RenderStepped:Connect(function(Delta) Return CFrame.new(CFrame_.Position * Scale) * CFrame_.Rotation Local function CalculateScale(CFrame_, Scale)

Return Camera.CFrame * CFrame.new(cf.p * Camera.HeadScale) * (cf - cf.p) Game.StarterGui:SetCore("VREnableControllerModels", false) Game.StarterGui:SetCore("VRLaserPointerMode", 0)

Local LeftHand = Hands:FindFirstChild("LeftHand") Local RightHand = Hands:FindFirstChild("RightHand") Local AnimController = Hands:FindFirstChild("AnimationController") Local Hands = game.ReplicatedStorage:FindFirstChild("Hands"):Clone() Local HapticService = game:GetService("HapticService")Ĭamera.CameraType = Local RunService = game:GetService("RunService") Local VRService = game:GetService("VRService") Local UIS = game:GetService("UserInputService") Local Head = Character:WaitForChild("Head") Local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart") Local Humanoid = Character:WaitForChild("Humanoid") So far, my movement script, I’ve kept it simple: local Character = script.Parent I am trying to achieve snap or smooth-like turning based on which way the VR controller right thumbstick goes on the x axis (Left or Right) I’ve been having a lot of issues with this because mainly for one, I am new to VR scripting and for 2 How would I track the players thumbstick movement? Recently, I’ve been trying to implement VR turning and I have no idea how I would do it. Since Roblox supported VR on standalone, I can now develop games with ease without hopping on my old rusty computer. How would I go about creating VR turning based on the players thumbstick on the X Axis?
