The “VR Roblox Script” is a revolutionary new addition to the world of Roblox that lets users experience virtual reality on the platform. This piece talks about what VR script does, why it’s important, and how it can be used in Roblox.
Script Name | VR Roblox Script: Immersing Players in Virtual Reality |
Use Options | Copy & Download |
Update Date | 03.01.2024 |
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--[[ WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk! ]] --[[ re-released by discord.gg/dogpower & modified by https://discord.gg/Hbq3TgAJbB ____________ __ ____________ ___ ___ ____________ / __________/ / / / __________ \ / / / / / _______ / / / / / / / \ \ / / / / / / / / / / / / / / \ \ / / / / / /______/ / / / / / / / \ \ / / / / / _____/ / / / / \ \ / / / / / / / \ / / / / \ \ / / / / / / / /\ \ / /____________ / /___________ \ \__________/ / / \/ / / / \ \ \_____________/ /_____________/ \____________/ \______/ /____/ \___\ ---------------------------------------------------------------------------------------- ]] --[[---------Settings---------]]-- local bodyTransparency = 0 --Change the transparency of your character (0 - 1) local bodyVelocity = {-17.7, 0, -17.7} --Change your body parts velocity. First number value is the X value. Second number value is the Y value. Third number value is the Z value. local hatVelocity = {-17.7, 0, -17.7} --Change your accessory's velocity. First number value is the X value. Second number value is the Y value. Third number value is the Z value. --Velocity is not recommended to be (-17.7, 0, -17.7) in R15 since body parts often fall in R15. --[[--------------------------]]-- local player1 = game.Players.LocalPlayer local character1 = player1.Character --Fake Character-- --Create Attachment Function local function CreateAttachment(parent, position, orientation, axis, secondaryAxis, name) local newAttchment = Instance.new("Attachment", parent) newAttchment.Position = position newAttchment.Orientation = orientation newAttchment.Axis = axis newAttchment.SecondaryAxis = secondaryAxis newAttchment.Name = name end --Variables local player1 = game:GetService("Players").LocalPlayer local character1 = player1.Character local hrp = character1.HumanoidRootPart for i,v in pairs(character1:GetChildren()) do if v:IsA("LocalScript") then v:Destroy() end end local camera = workspace.CurrentCamera local reanimFolder = Instance.new("Folder", character1) reanimFolder.Name = "FakeCharacter" local model = Instance.new("Model", reanimFolder) model.Name = "Reanimation" local userInputService = game:GetService("UserInputService") local movingW, movingA, movingS, movingD, jumping = false --Body Parts-- --Head local cHead = Instance.new("Part", model) cHead.Size = Vector3.new(2, 1, 1) cHead.Name = "Head" --Torso local cTorso = Instance.new("Part", model) cTorso.Size = Vector3.new(2, 2, 1) cTorso.Name = "Torso" --Left Arm local cLArm = Instance.new("Part", model) cLArm.Size = Vector3.new(1, 2, 1) cLArm.Name = "Left Arm" --Right Arm local cRArm = Instance.new("Part", model) cRArm.Size = Vector3.new(1, 2, 1) cRArm.Name = "Right Arm" --Left Leg local cLLeg = Instance.new("Part", model) cLLeg.Size = Vector3.new(1, 2, 1) cLLeg.Name = "Left Leg" --Right Leg local cRLeg = Instance.new("Part", model) cRLeg.Size = Vector3.new(1, 2, 1) cRLeg.Name = "Right Leg" --HumanoidRootPart local cHRP = Instance.new("Part", model) cHRP.Size = Vector3.new(2, 2, 1) cHRP.Name = "HumanoidRootPart" cHRP.Transparency = 1 cHRP.CanCollide = false --Transparency for i,v in pairs(model:GetChildren()) do if v:IsA("Part") and v.Name ~= "HumanoidRootPart" then v.Transparency = 1--0.5 end end --Joints-- --Right Shoulder local rShoulder = Instance.new("Motor6D", cTorso) rShoulder.Part0 = cTorso rShoulder.Part1 = cRArm rShoulder.Name = "Right Shoulder" rShoulder.C0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0) rShoulder.C1 = CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0) --Left Shoulder local lShoulder = Instance.new("Motor6D", cTorso) lShoulder.Part0 = cTorso lShoulder.Part1 = cLArm lShoulder.Name = "Left Shoulder" lShoulder.C0 = CFrame.new(-1, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) lShoulder.C1 = CFrame.new(0.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) --Right Hip local rHip = Instance.new("Motor6D", cTorso) rHip.Part0 = cTorso rHip.Part1 = cRLeg rHip.Name = "Right Hip" rHip.C0 = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0) rHip.C1 = CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0) --Left Hip local lHip = Instance.new("Motor6D", cTorso) lHip.Part0 = cTorso lHip.Part1 = cLLeg lHip.Name = "Left Hip" lHip.C0 = CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) lHip.C1 = CFrame.new(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) --Neck local neck = Instance.new("Motor6D", cTorso) neck.Part0 = cTorso neck.Part1 = cHead neck.Name = "Neck" neck.C0 = CFrame.new(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) neck.C1 = CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) --RootJoint local rootJoint = Instance.new("Motor6D", cHRP) rootJoint.Part0 = cHRP rootJoint.Part1 = cTorso rootJoint.Name = "RootJoint" rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) rootJoint.C1 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0) --Humanoid-- local cHumanoid = Instance.new("Humanoid", model) cHumanoid.DisplayDistanceType = "None" --Head Mesh-- local headMesh = Instance.new("SpecialMesh", cHead) headMesh.Scale = Vector3.new(1.25, 1.25, 1.25) local reanimation = model --Creating Attachments CreateAttachment(cHead, Vector3.new(0,0.60000002384186,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "HairAttachment") CreateAttachment(cHead, Vector3.new(0,0.60000002384186,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "HatAttachment") CreateAttachment(cHead, Vector3.new(0,0,-0.60000002384186), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "FaceFrontAttachment") CreateAttachment(cHead, Vector3.new(0,0,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "FaceCenterAttachment") CreateAttachment(cTorso, Vector3.new(0,1,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "NeckAttachment") CreateAttachment(cTorso, Vector3.new(0,0,-0.5), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "BodyFrontAttachment") CreateAttachment(cTorso, Vector3.new(0,0,0.5), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "BodyBackAttachment") CreateAttachment(cTorso, Vector3.new(-1,1,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "LeftCollarAttachment") CreateAttachment(cTorso, Vector3.new(1,1,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "RightCollarAttachment") CreateAttachment(cTorso, Vector3.new(0,-1,-0.5), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "WaistFrontAttachment") CreateAttachment(cTorso, Vector3.new(0,-1,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "WaistCenterAttachment") CreateAttachment(cTorso, Vector3.new(0,-1,0.5), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "WaistBackAttachment") CreateAttachment(cLArm, Vector3.new(0,1,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "LeftShoulderAttachment") CreateAttachment(cLArm, Vector3.new(0,-1,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "LeftGripAttachment") CreateAttachment(cRArm, Vector3.new(0,1,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "RightShoulderAttachment") CreateAttachment(cRArm, Vector3.new(0,-1,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "RightGripAttachment") CreateAttachment(cLLeg, Vector3.new(0,-1,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "LeftFootAttachment") CreateAttachment(cRLeg, Vector3.new(0,-1,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "RightFootAttachment") CreateAttachment(cHRP, Vector3.new(0,0,0), Vector3.new(-0,0,0), Vector3.new(1,0,0), Vector3.new(0,1,0), "RootAttachment") --Cloning Hats (For Netless) for i,v in pairs(character1:GetChildren()) do if v:IsA("Accessory") then local clone = v:Clone() local weld = v.Handle:FindFirstChildWhichIsA("Weld") local weldPart1 = weld.Part1 local newWeld = Instance.new("Weld", clone.Handle) local CFrame0 = v.Handle.AccessoryWeld.C0 local CFrame1 = v.Handle.AccessoryWeld.C1 clone.Handle:FindFirstChild("AccessoryWeld"):Destroy() clone.Parent = reanimation newWeld.Name = "AccessoryWeld" newWeld.C0 = CFrame0 newWeld.C1 = CFrame1 newWeld.Part0 = clone.Handle newWeld.Part1 = character1:FindFirstChild(weldPart1.Name) clone.Handle.Transparency = 1 end end cHRP.CFrame = hrp.CFrame -- CLOVR - FE FULL-BODY VR SCRIPT -- April 21st Update - TOOL HOLDING ADDED -- | made by 0866 and Abacaxl -- | tysm unverified --RagDollEnabled is set to true, DON'T set it to false or CLOVR won't work. Feel free to change the other settings though. -Abacaxl --|| Settings: local StudsOffset = 0 -- Character height (negative if you're too high) local Smoothness = .5 -- Character interpolation (0.1 - 1 = smooth - rigid) local AnchorCharacter = false -- Prevent physics from causing inconsistencies local HideCharacter = false -- Hide character on a platform local NoCollision = false-- Disable player collision local ChatEnabled = true -- See chat on your left hand in-game local ChatLocalRange = 75 -- Local chat range local ViewportEnabled = true -- View nearby players in a frame local ViewportRange = 30 -- Maximum distance players are updated local RagdollEnabled = true -- Use your character instead of hats (NetworkOwner vulnerability) local RagdollHeadMovement = true -- Move your head separately from your body (+9 second wait) local AutoRun = false -- Run script on respawn local AutoRespawn = true -- Kill your real body when your virtual body dies local WearAllAccessories = true -- Use all leftover hats for the head local AccurateHandPosition = true -- Move your Roblox hands according to your real hands local AccessorySettings = { LeftArm = "", RightArm = "", LeftLeg = "", RightLeg = "", Torso = "", Head = true, BlockArms = true, BlockLegs = true, BlockTorso = true, LimbOffset = CFrame.Angles(math.rad(90), 0, 0) } local FootPlacementSettings = { RightOffset = Vector3.new(.5, 0, 0), LeftOffset = Vector3.new(-.5, 0, 0) } --|| Script: local Script = nil Script = function() --[[ Variables --]] local Players = game:GetService("Players") local Client = Players.LocalPlayer local Character = Client.Character or Client.CharacterAdded:Wait() local WeldBase = Character:WaitForChild("HumanoidRootPart") local ArmBase = Character:FindFirstChild("RightHand") or Character:FindFirstChild("Right Arm") or WeldBase local Backpack = Client:WaitForChild("Backpack") local Mouse = Client:GetMouse() local Camera = workspace.CurrentCamera local VRService = game:GetService("VRService") local VRReady = VRService.VREnabled local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local HttpService = game:GetService("HttpService") local StarterGui = game:GetService("StarterGui") local HeadAccessories = {} local UsedAccessories = {} local Pointer = false local Point1 = false local Point2 = false local VirtualRig = game:GetObjects("rbxassetid://4468539481")[1] local VirtualBody = game:GetObjects("rbxassetid://4464983829")[1] local Anchor = Instance.new("Part") Anchor.Anchored = true Anchor.Transparency = 1 Anchor.CanCollide = false Anchor.Parent = workspace --[[ if RagdollEnabled then print("RagdollEnabled, thank you for using CLOVR!") local NetworkAccess = coroutine.create( function() settings().Physics.AllowSleep = false while true do game:GetService("RunService").RenderStepped:Wait() for _, Players in next, game:GetService("Players"):GetChildren() do if Players ~= game:GetService("Players").LocalPlayer then Players.MaximumSimulationRadius = 0.1 Players.SimulationRadius = 0 end end game:GetService("Players").LocalPlayer.MaximumSimulationRadius = math.pow(math.huge, math.huge) game:GetService("Players").LocalPlayer.SimulationRadius = math.huge * math.huge end end ) coroutine.resume(NetworkAccess) end ]] StarterGui:SetCore("VRLaserPointerMode", 3) --[[ Character Protection --]] local CharacterCFrame = WeldBase.CFrame if not RagdollEnabled then Character.Humanoid.AnimationPlayed:Connect( function(Animation) Animation:Stop() end ) for _, Track in next, Character.Humanoid:GetPlayingAnimationTracks() do Track:Stop() end if HideCharacter then local Platform = Instance.new("Part") Platform.Anchored = true Platform.Size = Vector3.new(100, 5, 100) Platform.CFrame = CFrame.new(0, 10000, 0) Platform.Transparency = 1 Platform.Parent = workspace Character:MoveTo(Platform.Position + Vector3.new(0, 5, 0)) wait(.5) end if AnchorCharacter then for _, Part in pairs(Character:GetChildren()) do if Part:IsA("BasePart") then Part.Anchored = true end end end end --[[ Functions --]] function Tween(Object, Style, Direction, Time, Goal) local tweenInfo = TweenInfo.new(Time, Enum.EasingStyle[Style], Enum.EasingDirection[Direction]) local tween = game:GetService("TweenService"):Create(Object, tweenInfo, Goal) tween.Completed:Connect( function() tween:Destroy() end ) tween:Play() return tween end local function GetMotorForLimb(Limb) for _, Motor in next, Character:GetDescendants() do if Motor:IsA("Motor6D") and Motor.Part1 == Limb then return Motor end end end local function CreateAlignment(Limb, Part0) local Attachment0 = Instance.new("Attachment", Part0 or Anchor) local Attachment1 = Instance.new("Attachment", Limb) local Orientation = Instance.new("AlignOrientation") local Position = Instance.new("AlignPosition") Orientation.Attachment0 = Attachment1 Orientation.Attachment1 = Attachment0 Orientation.RigidityEnabled = false Orientation.MaxTorque = 20000 Orientation.Responsiveness = 40 Orientation.Parent = reanimation["HumanoidRootPart"] Orientation.Name = Limb.Name.."'s AlignRot" Orientation.MaxAngularVelocity = 100 Position.Attachment0 = Attachment1 Position.Attachment1 = Attachment0 Position.RigidityEnabled = false Position.MaxForce = 40000 Position.Responsiveness = 40 Position.Parent = reanimation["HumanoidRootPart"] Position.Name = Limb.Name.."'s AlignPos" Position.MaxVelocity = 100 Limb.Massless = false local Motor = GetMotorForLimb(Limb) if Motor then Motor:Destroy() end return function(CF, Local) if Local then Attachment0.CFrame = CF else Attachment0.WorldCFrame = CF end end end local function GetExtraTool() for _, Tool in next, Character:GetChildren() do if Tool:IsA("Tool") and not Tool.Name:match("LIMB_TOOL") then return Tool end end end local function GetGripForHandle(Handle) for _, Weld in next, Character:GetDescendants() do if Weld:IsA("Weld") and (Weld.Part0 == Handle or Weld.Part1 == Handle) then return Weld end end wait(.2) for _, Weld in next, Character:GetDescendants() do if Weld:IsA("Weld") and (Weld.Part0 == Handle or Weld.Part1 == Handle) then return Weld end end end local function CreateRightGrip(Handle) local RightGrip = Instance.new("Weld") RightGrip.Name = "RightGrip" RightGrip.Part1 = Handle RightGrip.Part0 = WeldBase RightGrip.Parent = WeldBase return RightGrip end local function CreateAccessory(Accessory, DeleteMeshes) if not Accessory then return end local HatAttachment = Accessory.Handle:FindFirstChildWhichIsA("Attachment") local HeadAttachment = VirtualRig:FindFirstChild(HatAttachment.Name, true) local BasePart = HeadAttachment.Parent local HatAtt = HatAttachment.CFrame local HeadAtt = HeadAttachment.CFrame if DeleteMeshes then if Accessory.Handle:FindFirstChild("Mesh") then Accessory.Handle.Mesh:Destroy() end end wait() local Handle = Accessory:WaitForChild("Handle") if Handle:FindFirstChildWhichIsA("Weld", true) then Handle:FindFirstChildWhichIsA("Weld", true):Destroy() Handle:BreakJoints() else Handle:BreakJoints() end Handle.Massless = true Handle.Transparency = 0.5 UsedAccessories[Accessory] = true local RightGrip = CreateRightGrip(Handle) wait() for _, Object in pairs(Handle:GetDescendants()) do if not Object:IsA("BasePart") then pcall( function() Object.Transparency = 1 end ) pcall( function() Object.Enabled = false end ) end end return Handle, RightGrip, HatAtt, HeadAtt, BasePart end local function GetHeadAccessories() for _, Accessory in next, Character:GetChildren() do if Accessory:IsA("Accessory") and not UsedAccessories[Accessory] then local Handle, RightGrip, HatAtt, HeadAtt, BasePart = CreateAccessory(Accessory) table.insert(HeadAccessories, {Handle, RightGrip, HatAtt, HeadAtt, BasePart}) do Handle.Transparency = 1 end if not WearAllAccessories then break end end end end --[[ VR Replication Setup --]] if not RagdollEnabled then LeftHandle, LeftHandGrip = CreateAccessory(Character:FindFirstChild(AccessorySettings.LeftArm), AccessorySettings.BlockArms) RightHandle, RightHandGrip = CreateAccessory(Character:FindFirstChild(AccessorySettings.RightArm), AccessorySettings.BlockArms) LeftHipHandle, LeftLegGrip = CreateAccessory(Character:FindFirstChild(AccessorySettings.LeftLeg), AccessorySettings.BlockLegs) RightHipHandle, RightLegGrip = CreateAccessory(Character:FindFirstChild(AccessorySettings.RightLeg), AccessorySettings.BlockLegs) TorsoHandle, TorsoGrip = CreateAccessory(Character:FindFirstChild(AccessorySettings.Torso), AccessorySettings.BlockTorso) GetHeadAccessories() elseif RagdollEnabled then if RagdollHeadMovement then Permadeath() MoveHead = CreateAlignment(reanimation["Head"]) end MoveRightArm = CreateAlignment(reanimation["Right Arm"]) MoveLeftArm = CreateAlignment(reanimation["Left Arm"]) MoveRightLeg = CreateAlignment(reanimation["Right Leg"]) MoveLeftLeg = CreateAlignment(reanimation["Left Leg"]) MoveTorso = CreateAlignment(reanimation["Torso"]) MoveRoot = CreateAlignment(reanimation["HumanoidRootPart"]) -- if RagdollHeadMovement then for _, Accessory in next, reanimation:GetChildren() do if Accessory:IsA("Accessory") and Accessory:FindFirstChild("Handle") then local Attachment1 = Accessory.Handle:FindFirstChildWhichIsA("Attachment") local Attachment0 = reanimation:FindFirstChild(tostring(Attachment1), true) local Orientation = Instance.new("AlignOrientation") local Position = Instance.new("AlignPosition") print(Attachment1, Attachment0, Accessory) Orientation.Attachment0 = Attachment1 Orientation.Attachment1 = Attachment0 Orientation.RigidityEnabled = false Orientation.ReactionTorqueEnabled = true Orientation.MaxTorque = 20000 Orientation.Responsiveness = 40 Orientation.Parent = reanimation["Head"] Position.Attachment0 = Attachment1 Position.Attachment1 = Attachment0 Position.RigidityEnabled = false Position.ReactionForceEnabled = true Position.MaxForce = 40000 Position.Responsiveness = 40 Position.Parent = reanimation["Head"] end end end end --[[ Movement --]] VirtualRig.Name = "VirtualRig" VirtualRig.RightFoot.BodyPosition.Position = CharacterCFrame.p VirtualRig.LeftFoot.BodyPosition.Position = CharacterCFrame.p VirtualRig.Parent = workspace VirtualRig:SetPrimaryPartCFrame(CharacterCFrame) VirtualRig.Humanoid.Health = 0 --VirtualRig:FindFirstChild("HumanoidRootPart").CFrame = character1.HumanoidRootPart.CFrame VirtualRig:BreakJoints() for i,v in pairs(VirtualRig:GetChildren()) do if v:IsA("BasePart") then v.CFrame = character1.HumanoidRootPart.CFrame end end -- VirtualBody.Parent = workspace VirtualBody.Name = "VirtualBody" VirtualBody.Humanoid.WalkSpeed = 8 VirtualBody.Humanoid.CameraOffset = Vector3.new(0, StudsOffset, 0) VirtualBody:SetPrimaryPartCFrame(CharacterCFrame) VirtualBody.Humanoid.Died:Connect( function() print("Virtual death") if AutoRespawn then Character:BreakJoints() if RagdollHeadMovement and RagdollEnabled then --Network:Unclaim() Respawn() end end end ) -- Camera.CameraSubject = VirtualBody.Humanoid Character.Humanoid.WalkSpeed = 0 Character.Humanoid.JumpPower = 1 for _, Part in next, VirtualBody:GetChildren() do if Part:IsA("BasePart") then Part.Transparency = 1 end end for _, Part in next, VirtualRig:GetChildren() do if Part:IsA("BasePart") then Part.Transparency = 1 end end if not VRReady then VirtualRig.RightUpperArm.ShoulderConstraint.RigidityEnabled = true VirtualRig.LeftUpperArm.ShoulderConstraint.RigidityEnabled = true end local OnMoving = RunService.Stepped:Connect( function() local Direction = Character.Humanoid.MoveDirection local Start = VirtualBody.HumanoidRootPart.Position local Point = Start + Direction * 6 VirtualBody.Humanoid:MoveTo(Point) end ) Character.Humanoid.Jumping:Connect( function() VirtualBody.Humanoid.Jump = true end ) UserInputService.JumpRequest:Connect( function() VirtualBody.Humanoid.Jump = true end ) --[[ VR Replication --]] if RagdollEnabled then for _, Part in pairs(Character:GetDescendants()) do if Part:IsA("BasePart") and Part.Name == "Handle" and Part.Parent:IsA("Accessory") then Part.LocalTransparencyModifier = 1 elseif Part:IsA("BasePart") and Part.Transparency < 0.5 and Part.Name ~= "Head" then Part.LocalTransparencyModifier = bodyTransparency elseif Part:IsA("BasePart") and Part.Name == "Head" then Part.LocalTransparencyModifier = 1 end if not Part:IsA("BasePart") and not Part:IsA("AlignPosition") and not Part:IsA("AlignOrientation") then pcall( function() Part.Transparency = 1 end ) pcall( function() Part.Enabled = false end ) end end end local FootUpdateDebounce = tick() local function FloorRay(Part, Distance) local Position = Part.CFrame.p local Target = Position - Vector3.new(0, Distance, 0) local Line = Ray.new(Position, (Target - Position).Unit * Distance) local FloorPart, FloorPosition, FloorNormal = workspace:FindPartOnRayWithIgnoreList(Line, {VirtualRig, VirtualBody, Character}) if FloorPart then return FloorPart, FloorPosition, FloorNormal, (FloorPosition - Position).Magnitude else return nil, Target, Vector3.new(), Distance end end local function Flatten(CF) local X, Y, Z = CF.X, CF.Y, CF.Z local LX, LZ = CF.lookVector.X, CF.lookVector.Z return CFrame.new(X, Y, Z) * CFrame.Angles(0, math.atan2(LX, LZ), 0) end local FootTurn = 1 local function FootReady(Foot, Target) local MaxDist if Character.Humanoid.MoveDirection.Magnitude > 0 then MaxDist = .5 else MaxDist = 1 end local PastThreshold = (Foot.Position - Target.Position).Magnitude > MaxDist local PastTick = tick() - FootUpdateDebounce >= 2 if PastThreshold or PastTick then FootUpdateDebounce = tick() end return PastThreshold or PastTick end local function FootYield() local RightFooting = VirtualRig.RightFoot.BodyPosition local LeftFooting = VirtualRig.LeftFoot.BodyPosition local LowerTorso = VirtualRig.LowerTorso local Yield = tick() repeat RunService.Stepped:Wait() if (LowerTorso.Position - RightFooting.Position).Y > 4 or (LowerTorso.Position - LeftFooting.Position).Y > 4 or ((LowerTorso.Position - RightFooting.Position) * Vector3.new(1, 0, 1)).Magnitude > 4 or ((LowerTorso.Position - LeftFooting.Position) * Vector3.new(1, 0, 1)).Magnitude > 4 then break end until tick() - Yield >= .17 end local function UpdateFooting() if not VirtualRig:FindFirstChild("LowerTorso") then wait() return end local Floor, FloorPosition, FloorNormal, Dist = FloorRay(VirtualRig.LowerTorso, 3) Dist = math.clamp(Dist, 0, 5) local FootTarget = VirtualRig.LowerTorso.CFrame * CFrame.new(FootPlacementSettings.RightOffset) - Vector3.new(0, Dist, 0) + Character.Humanoid.MoveDirection * (VirtualBody.Humanoid.WalkSpeed / 8) * 2 if FootReady(VirtualRig.RightFoot, FootTarget) then VirtualRig.RightFoot.BodyPosition.Position = FootTarget.p VirtualRig.RightFoot.BodyGyro.CFrame = Flatten(VirtualRig.LowerTorso.CFrame) end FootYield() local FootTarget = VirtualRig.LowerTorso.CFrame * CFrame.new(FootPlacementSettings.LeftOffset) - Vector3.new(0, Dist, 0) + Character.Humanoid.MoveDirection * (VirtualBody.Humanoid.WalkSpeed / 8) * 2 if FootReady(VirtualRig.LeftFoot, FootTarget) then VirtualRig.LeftFoot.BodyPosition.Position = FootTarget.p VirtualRig.LeftFoot.BodyGyro.CFrame = Flatten(VirtualRig.LowerTorso.CFrame) end end local function UpdateTorsoPosition() if not RagdollEnabled then if TorsoHandle then local Positioning = VirtualRig.UpperTorso.CFrame if not TorsoGrip or not TorsoGrip.Parent then TorsoGrip = CreateRightGrip(TorsoHandle) end local Parent = TorsoGrip.Parent TorsoGrip.C1 = CFrame.new() TorsoGrip.C0 = TorsoGrip.C0:Lerp( WeldBase.CFrame:ToObjectSpace(Positioning * CFrame.new(0, -0.25, 0) * AccessorySettings.LimbOffset), Smoothness ) TorsoGrip.Parent = nil TorsoGrip.Parent = Parent end else local Positioning = VirtualRig.UpperTorso.CFrame MoveTorso(Positioning * CFrame.new(0, -0.25, 0)) MoveRoot(Positioning * CFrame.new(0, -0.25, 0)) end end local function UpdateLegPosition() if not RagdollEnabled then if RightHipHandle then local Positioning = VirtualRig.RightLowerLeg.CFrame:Lerp(VirtualRig.RightFoot.CFrame, 0.5) + Vector3.new(0, 0.5, 0) if not RightHipHandle or not RightHipHandle.Parent then RightLegGrip = CreateRightGrip(RightHipHandle) end local Parent = RightLegGrip.Parent RightLegGrip.C1 = CFrame.new() RightLegGrip.C0 = RightLegGrip.C0:Lerp( WeldBase.CFrame:ToObjectSpace(Positioning * AccessorySettings.LimbOffset), Smoothness ) RightLegGrip.Parent = nil RightLegGrip.Parent = Parent end if LeftHipHandle then local Positioning = VirtualRig.LeftLowerLeg.CFrame:Lerp(VirtualRig.LeftFoot.CFrame, 0.5) + Vector3.new(0, 0.5, 0) if not LeftLegGrip or not LeftLegGrip.Parent then LeftLegGrip = CreateRightGrip(LeftHipHandle) end local Parent = LeftLegGrip.Parent LeftLegGrip.C1 = CFrame.new() LeftLegGrip.C0 = LeftLegGrip.C0:Lerp( WeldBase.CFrame:ToObjectSpace(Positioning * AccessorySettings.LimbOffset), Smoothness ) LeftLegGrip.Parent = nil LeftLegGrip.Parent = Parent end else do local Positioning = VirtualRig.RightLowerLeg.CFrame:Lerp(VirtualRig.RightFoot.CFrame, 0.5) * CFrame.Angles(0, math.rad(180), 0) + Vector3.new(0, 0.5, 0) MoveRightLeg(Positioning) end do local Positioning = VirtualRig.LeftLowerLeg.CFrame:Lerp(VirtualRig.LeftFoot.CFrame, 0.5) * CFrame.Angles(0, math.rad(180), 0) + Vector3.new(0, 0.5, 0) MoveLeftLeg(Positioning) end end end warn("VRReady is", VRReady) local function OnUserCFrameChanged(UserCFrame, Positioning, IgnoreTorso) local Positioning = Camera.CFrame * Positioning if not IgnoreTorso then UpdateTorsoPosition() UpdateLegPosition() end if not RagdollEnabled then if UserCFrame == Enum.UserCFrame.Head and AccessorySettings.Head then for _, Table in next, HeadAccessories do local Handle, RightGrip, HatAtt, HeadAtt, BasePart = unpack(Table) local LocalPositioning = Positioning if not RightGrip or not RightGrip.Parent then RightGrip = CreateRightGrip(Handle) Table[2] = RightGrip end local Parent = RightGrip.Parent if BasePart then LocalPositioning = BasePart.CFrame * HeadAtt end RightGrip.C1 = HatAtt RightGrip.C0 = RightGrip.C0:Lerp(WeldBase.CFrame:ToObjectSpace(LocalPositioning), Smoothness) RightGrip.Parent = nil RightGrip.Parent = Parent end elseif RightHandle and UserCFrame == Enum.UserCFrame.RightHand and AccessorySettings.RightArm then local HandPosition = Positioning local LocalPositioning = Positioning if not RightHandGrip or not RightHandGrip.Parent then RightHandGrip = CreateRightGrip(RightHandle) end if AccurateHandPosition then HandPosition = HandPosition * CFrame.new(0, 0, 1) end if not VRReady then local HeadRotation = Camera.CFrame - Camera.CFrame.p HandPosition = VirtualRig.RightUpperArm.CFrame:Lerp(VirtualRig.RightLowerArm.CFrame, 0.5) * AccessorySettings.LimbOffset --LocalPositioning = (HeadRotation + (HandPosition * CFrame.new(0, 0, 1)).p) * CFrame.Angles(math.rad(-45), 0, 0) LocalPositioning = HandPosition * CFrame.new(0, 0, 1) * CFrame.Angles(math.rad(-180), 0, 0) if Point2 then VirtualRig.RightUpperArm.Aim.MaxTorque = Vector3.new(math.huge, math.huge, math.huge) VirtualRig.RightUpperArm.Aim.CFrame = Camera.CFrame * AccessorySettings.LimbOffset elseif VirtualRig.RightUpperArm.Aim.MaxTorque ~= Vector3.new(0, 0, 0) then VirtualRig.RightUpperArm.Aim.MaxTorque = Vector3.new(0, 0, 0) end elseif AccurateHandPosition then LocalPositioning = HandPosition end local Parent = RightHandGrip.Parent RightHandGrip.C1 = CFrame.new() RightHandGrip.C0 = RightHandGrip.C0:Lerp(WeldBase.CFrame:ToObjectSpace(HandPosition), Smoothness) RightHandGrip.Parent = nil RightHandGrip.Parent = Parent -- local EquippedTool = GetExtraTool() if EquippedTool and EquippedTool:FindFirstChild("Handle") then local EquippedGrip = GetGripForHandle(EquippedTool.Handle) local Parent = EquippedGrip.Parent local ArmBaseCFrame = ArmBase.CFrame if ArmBase.Name == "Right Arm" then ArmBaseCFrame = ArmBaseCFrame end EquippedGrip.C1 = EquippedTool.Grip EquippedGrip.C0 = EquippedGrip.C0:Lerp(ArmBaseCFrame:ToObjectSpace(LocalPositioning), Smoothness) EquippedGrip.Parent = nil EquippedGrip.Parent = Parent end elseif LeftHandle and UserCFrame == Enum.UserCFrame.LeftHand and AccessorySettings.LeftArm then local HandPosition = Positioning if not LeftHandGrip or not LeftHandGrip.Parent then LeftHandGrip = CreateRightGrip(LeftHandle) end if AccurateHandPosition then HandPosition = HandPosition * CFrame.new(0, 0, 1) end if not VRReady then HandPosition = VirtualRig.LeftUpperArm.CFrame:Lerp(VirtualRig.LeftLowerArm.CFrame, 0.5) * AccessorySettings.LimbOffset --warn("Setting HandPosition to hands") if Point1 then VirtualRig.LeftUpperArm.Aim.MaxTorque = Vector3.new(math.huge, math.huge, math.huge) VirtualRig.LeftUpperArm.Aim.CFrame = Camera.CFrame * AccessorySettings.LimbOffset elseif VirtualRig.LeftUpperArm.Aim.MaxTorque ~= Vector3.new(0, 0, 0) then VirtualRig.LeftUpperArm.Aim.MaxTorque = Vector3.new(0, 0, 0) end end local Parent = LeftHandGrip.Parent LeftHandGrip.C1 = CFrame.new() LeftHandGrip.C0 = LeftHandGrip.C0:Lerp(WeldBase.CFrame:ToObjectSpace(HandPosition), Smoothness) LeftHandGrip.Parent = nil LeftHandGrip.Parent = Parent end end if RagdollEnabled then if UserCFrame == Enum.UserCFrame.Head and RagdollHeadMovement then MoveHead(Positioning) elseif UserCFrame == Enum.UserCFrame.RightHand then local Positioning = Positioning if not VRReady then Positioning = VirtualRig.RightUpperArm.CFrame:Lerp(VirtualRig.RightLowerArm.CFrame, 0.5) elseif AccurateHandPosition then Positioning = Positioning * CFrame.new(0, 0, 1) end if VRReady then Positioning = Positioning * AccessorySettings.LimbOffset end MoveRightArm(Positioning) if Point2 then VirtualRig.RightUpperArm.Aim.MaxTorque = Vector3.new(math.huge, math.huge, math.huge) VirtualRig.RightUpperArm.Aim.CFrame = Camera.CFrame * AccessorySettings.LimbOffset elseif VirtualRig.RightUpperArm.Aim.MaxTorque ~= Vector3.new(0, 0, 0) then VirtualRig.RightUpperArm.Aim.MaxTorque = Vector3.new(0, 0, 0) end elseif UserCFrame == Enum.UserCFrame.LeftHand then local Positioning = Positioning if not VRReady then Positioning = VirtualRig.LeftUpperArm.CFrame:Lerp(VirtualRig.LeftLowerArm.CFrame, 0.5) elseif AccurateHandPosition then Positioning = Positioning * CFrame.new(0, 0, 1) end if VRReady then Positioning = Positioning * AccessorySettings.LimbOffset end MoveLeftArm(Positioning) if Point1 then VirtualRig.LeftUpperArm.Aim.MaxTorque = Vector3.new(math.huge, math.huge, math.huge) VirtualRig.LeftUpperArm.Aim.CFrame = Camera.CFrame * AccessorySettings.LimbOffset elseif VirtualRig.LeftUpperArm.Aim.MaxTorque ~= Vector3.new(0, 0, 0) then VirtualRig.LeftUpperArm.Aim.MaxTorque = Vector3.new(0, 0, 0) end end end if UserCFrame == Enum.UserCFrame.Head then VirtualRig.Head.CFrame = Positioning elseif UserCFrame == Enum.UserCFrame.RightHand and VRReady then VirtualRig.RightHand.CFrame = Positioning elseif UserCFrame == Enum.UserCFrame.LeftHand and VRReady then VirtualRig.LeftHand.CFrame = Positioning end if not VRReady and VirtualRig.LeftHand.Anchored then VirtualRig.RightHand.Anchored = false VirtualRig.LeftHand.Anchored = false elseif VRReady and not VirtualRig.LeftHand.Anchored then VirtualRig.RightHand.Anchored = true VirtualRig.LeftHand.Anchored = true end end local CFrameChanged = VRService.UserCFrameChanged:Connect(OnUserCFrameChanged) local OnStepped = RunService.Stepped:Connect( function() for _, Part in pairs(VirtualRig:GetChildren()) do if Part:IsA("BasePart") then Part.CanCollide = false end end if RagdollEnabled then for _, Part in pairs(Character:GetChildren()) do if Part:IsA("BasePart") then Part.CanCollide = false end end end if NoCollision then for _, Player in pairs(Players:GetPlayers()) do if Player ~= Client and Player.Character then local Descendants = Player.Character:GetDescendants() for i = 1, #Descendants do local Part = Descendants[i] if Part:IsA("BasePart") then Part.CanCollide = false Part.Velocity = Vector3.new() Part.RotVelocity = Vector3.new() end end end end end end ) local OnRenderStepped = RunService.Stepped:Connect( function() Camera.CameraSubject = VirtualBody.Humanoid if RagdollEnabled then Character.HumanoidRootPart.CFrame = VirtualRig.UpperTorso.CFrame --Character.HumanoidRootPart.Velocity = Vector3.new(0, 0, 0) end if not VRReady then OnUserCFrameChanged(Enum.UserCFrame.Head, CFrame.new(0, 0, 0)) OnUserCFrameChanged(Enum.UserCFrame.RightHand, CFrame.new(0, 0, 0), true) OnUserCFrameChanged(Enum.UserCFrame.LeftHand, CFrame.new(0, 0, 0), true) end end ) spawn( function() while Character and Character.Parent do FootYield() UpdateFooting() end end ) --[[ Non-VR Support + VR Mechanics --]] local OnInput = UserInputService.InputBegan:Connect( function(Input, Processed) if not Processed then if Input.KeyCode == Enum.KeyCode.LeftControl or Input.KeyCode == Enum.KeyCode.ButtonL2 then Tween( VirtualBody.Humanoid, "Elastic", "Out", 1, { CameraOffset = Vector3.new(0, StudsOffset - 1.5, 0) } ) end if Input.KeyCode == Enum.KeyCode.X then if RagdollEnabled and RagdollHeadMovement then --Network:Unclaim() Respawn() end end if Input.KeyCode == Enum.KeyCode.C then VirtualBody:MoveTo(Mouse.Hit.p) VirtualRig:MoveTo(Mouse.Hit.p) end end if Input.KeyCode == Enum.KeyCode.LeftShift or Input.KeyCode == Enum.KeyCode.ButtonR2 then Tween( VirtualBody.Humanoid, "Sine", "Out", 1, { WalkSpeed = 16 } ) end if not VRReady and Input.UserInputType == Enum.UserInputType.MouseButton1 then Point1 = true end if not VRReady and Input.UserInputType == Enum.UserInputType.MouseButton2 then Point2 = true end if VRReady and Input.KeyCode == Enum.KeyCode.ButtonY then Character:BreakJoints() if RagdollEnabled and RagdollHeadMovement then --Network:Unclaim() Respawn() end end end ) local OnInputEnded = UserInputService.InputEnded:Connect( function(Input, Processed) if not Processed then if Input.KeyCode == Enum.KeyCode.LeftControl or Input.KeyCode == Enum.KeyCode.ButtonL2 then Tween( VirtualBody.Humanoid, "Elastic", "Out", 1, { CameraOffset = Vector3.new(0, StudsOffset, 0) } ) end end if Input.KeyCode == Enum.KeyCode.LeftShift or Input.KeyCode == Enum.KeyCode.ButtonR2 then Tween( VirtualBody.Humanoid, "Sine", "Out", 1, { WalkSpeed = 8 } ) end if not VRReady and Input.UserInputType == Enum.UserInputType.MouseButton1 then Point1 = false end if not VRReady and Input.UserInputType == Enum.UserInputType.MouseButton2 then Point2 = false end end ) --[[ Proper Cleanup --]] local OnReset OnReset = Client.CharacterAdded:Connect( function() OnReset:Disconnect() CFrameChanged:Disconnect() OnStepped:Disconnect() OnRenderStepped:Disconnect() OnMoving:Disconnect() OnInput:Disconnect() OnInputEnded:Disconnect() VirtualRig:Destroy() VirtualBody:Destroy() if RagdollEnabled then --Network:Unclaim() end if AutoRun then delay( 2, function() Script() end ) end end ) if ChatEnabled then spawn(ChatHUDFunc) end if ViewportEnabled then spawn(ViewHUDFunc) end do --[[ Functions --]] local Players = game:GetService("Players") local Client = Players.LocalPlayer local VRService = game:GetService("VRService") local VRReady = VRService.VREnabled local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local Camera = workspace.CurrentCamera --[[ Code --]] if VRReady then local Pointer = game:GetObjects("rbxassetid://4476173280")[1] Pointer.Parent = workspace Pointer.Beam.Enabled = false Pointer.Target.ParticleEmitter.Enabled = false local RenderStepped = RunService.RenderStepped:Connect( function() if Pointer.Beam.Enabled then local RightHand = Camera.CFrame * VRService:GetUserCFrame(Enum.UserCFrame.RightHand) local Target = RightHand * CFrame.new(0, 0, -10) local Line = Ray.new(RightHand.p, (Target.p - RightHand.p).Unit * 128) local Part, Position = workspace:FindPartOnRayWithIgnoreList(Line, {VirtualRig, VirtualBody, Character, Pointer}) local Distance = (Position - RightHand.p).Magnitude Pointer.Target.Position = Vector3.new(0, 0, -Distance) Pointer.CFrame = RightHand end end ) local Input = UserInputService.InputBegan:Connect( function(Input) if Input.KeyCode == Enum.KeyCode.ButtonB then Pointer.Beam.Enabled = not Pointer.Beam.Enabled Pointer.Target.ParticleEmitter.Enabled = not Pointer.Target.ParticleEmitter.Enabled end end ) -- local CharacterAdded CharacterAdded = Client.CharacterAdded:Connect( function() RenderStepped:Disconnect() Input:Disconnect() CharacterAdded:Disconnect() Pointer:Destroy() Pointer = nil end ) else return end end end Permadeath = function() local ch = game.Players.LocalPlayer.Character local prt = Instance.new("Model", workspace) local z1 = Instance.new("Part", prt) z1.Name = "Torso" z1.CanCollide = false z1.Anchored = true local z2 = Instance.new("Part", prt) z2.Name = "Head" z2.Anchored = true z2.CanCollide = false local z3 = Instance.new("Humanoid", prt) z3.Name = "Humanoid" z1.Position = Vector3.new(0, 9999, 0) z2.Position = Vector3.new(0, 9991, 0) game.Players.LocalPlayer.Character = prt wait(game.Players.RespawnTime/2) warn("50%") game.Players.LocalPlayer.Character = ch wait(game.Players.RespawnTime/2 + 0.5) warn("100%") end Respawn = function() local ch = game.Players.LocalPlayer.Character local prt = Instance.new("Model", workspace) local z1 = Instance.new("Part", prt) z1.Name = "Torso" z1.CanCollide = false z1.Anchored = true local z2 = Instance.new("Part", prt) z2.Name = "Head" z2.Anchored = true z2.CanCollide = false local z3 = Instance.new("Humanoid", prt) z3.Name = "Humanoid" z1.Position = Vector3.new(0, 9999, 0) z2.Position = Vector3.new(0, 9991, 0) game.Players.LocalPlayer.Character = prt wait(game.Players.RespawnTime) game.Players.LocalPlayer.Character = ch end ChatHUDFunc = function() --[[ Variables --]] local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local VRService = game:GetService("VRService") local VRReady = VRService.VREnabled local Players = game:GetService("Players") local Client = Players.LocalPlayer local ChatHUD = game:GetObjects("rbxassetid://4476067885")[1] local GlobalFrame = ChatHUD.GlobalFrame local Template = GlobalFrame.Template local LocalFrame = ChatHUD.LocalFrame local Global = ChatHUD.Global local Local = ChatHUD.Local local Camera = workspace.CurrentCamera Template.Parent = nil ChatHUD.Parent = game:GetService("CoreGui") --[[ Code --]] local Highlight = Global.Frame.BackgroundColor3 local Deselected = Local.Frame.BackgroundColor3 local OpenGlobalTab = function() Global.Frame.BackgroundColor3 = Highlight Local.Frame.BackgroundColor3 = Deselected Global.Font = Enum.Font.SourceSansBold Local.Font = Enum.Font.SourceSans GlobalFrame.Visible = true LocalFrame.Visible = false end local OpenLocalTab = function() Global.Frame.BackgroundColor3 = Deselected Local.Frame.BackgroundColor3 = Highlight Global.Font = Enum.Font.SourceSans Local.Font = Enum.Font.SourceSansBold GlobalFrame.Visible = false LocalFrame.Visible = true end Global.MouseButton1Down:Connect(OpenGlobalTab) Local.MouseButton1Down:Connect(OpenLocalTab) Global.MouseButton1Click:Connect(OpenGlobalTab) Local.MouseButton1Click:Connect(OpenLocalTab) OpenLocalTab() -- local function GetPlayerDistance(Sender) if Sender.Character and Sender.Character:FindFirstChild("Head") then return math.floor((Sender.Character.Head.Position - Camera:GetRenderCFrame().p).Magnitude + 0.5) end end local function NewGlobal(Message, Sender, Color) local Frame = Template:Clone() Frame.Text = ("[%s]: %s"):format(Sender.Name, Message) Frame.User.Text = ("[%s]:"):format(Sender.Name) Frame.User.TextColor3 = Color Frame.BackgroundColor3 = Color Frame.Parent = GlobalFrame delay( 60, function() Frame:Destroy() end ) end local function NewLocal(Message, Sender, Color, Dist) local Frame = Template:Clone() Frame.Text = ("(%s) [%s]: %s"):format(tostring(Dist), Sender.Name, Message) Frame.User.Text = ("(%s) [%s]:"):format(tostring(Dist), Sender.Name) Frame.User.TextColor3 = Color Frame.BackgroundColor3 = Color Frame.Parent = LocalFrame delay( 60, function() Frame:Destroy() end ) end local function OnNewChat(Message, Sender, Color) if not ChatHUD or not ChatHUD.Parent then return end NewGlobal(Message, Sender, Color) local Distance = GetPlayerDistance(Sender) if Distance and Distance <= ChatLocalRange then NewLocal(Message, Sender, Color, Distance) end end local function OnPlayerAdded(Player) if not ChatHUD or not ChatHUD.Parent then return end local Color = BrickColor.Random().Color Player.Chatted:Connect( function(Message) OnNewChat(Message, Player, Color) end ) end Players.PlayerAdded:Connect(OnPlayerAdded) for _, Player in pairs(Players:GetPlayers()) do OnPlayerAdded(Player) end -- local ChatPart = ChatHUD.Part ChatHUD.Adornee = ChatPart if VRReady then ChatHUD.Parent = game:GetService("CoreGui") ChatHUD.Enabled = true ChatHUD.AlwaysOnTop = true local OnInput = UserInputService.InputBegan:Connect( function(Input, Processed) if not Processed then if Input.KeyCode == Enum.KeyCode.ButtonX then ChatHUD.Enabled = not ChatHUD.Enabled end end end ) local RenderStepped = RunService.RenderStepped:Connect( function() local LeftHand = VRService:GetUserCFrame(Enum.UserCFrame.LeftHand) ChatPart.CFrame = Camera.CFrame * LeftHand end ) local CharacterAdded CharacterAdded = Client.CharacterAdded:Connect( function() OnInput:Disconnect() RenderStepped:Disconnect() CharacterAdded:Disconnect() ChatHUD:Destroy() ChatHUD = nil end ) end wait(9e9) end ViewHUDFunc = function() --[[ Variables --]] local ViewportRange = ViewportRange or 32 local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local VRService = game:GetService("VRService") local VRReady = VRService.VREnabled local Players = game:GetService("Players") local Client = Players.LocalPlayer local Mouse = Client:GetMouse() local Camera = workspace.CurrentCamera local CameraPort = Camera.CFrame local ViewHUD = script:FindFirstChild("ViewHUD") or game:GetObjects("rbxassetid://4480405425")[1] local Viewport = ViewHUD.Viewport local Viewcam = Instance.new("Camera") local ViewPart = ViewHUD.Part ViewHUD.Parent = game:GetService("CoreGui") Viewcam.Parent = Viewport Viewcam.CameraType = Enum.CameraType.Scriptable Viewport.CurrentCamera = Viewcam Viewport.BackgroundTransparency = 1 --[[ Code --]] local function Clone(Character) local Arc = Character.Archivable local Clone Character.Archivable = true Clone = Character:Clone() Character.Archivable = Arc return Clone end local function GetPart(Name, Parent, Descendants) for i = 1, #Descendants do local Part = Descendants[i] if Part.Name == Name and Part.Parent.Name == Parent then return Part end end end local function OnPlayerAdded(Player) if not ViewHUD or not ViewHUD.Parent then return end local function CharacterAdded(Character) if not ViewHUD or not ViewHUD.Parent then return end Character:WaitForChild("Head") Character:WaitForChild("Humanoid") wait(3) local FakeChar = Clone(Character) local Root = FakeChar:FindFirstChild("HumanoidRootPart") or FakeChar:FindFirstChild("Head") local RenderConnection local Descendants = FakeChar:GetDescendants() local RealDescendants = Character:GetDescendants() local Correspondents = {} FakeChar.Humanoid.DisplayDistanceType = "None" for i = 1, #Descendants do local Part = Descendants[i] local Real = Part:IsA("BasePart") and GetPart(Part.Name, Part.Parent.Name, RealDescendants) if Part:IsA("BasePart") and Real then Part.Anchored = true Part:BreakJoints() if Part.Parent:IsA("Accessory") then Part.Transparency = 0 end table.insert(Correspondents, {Part, Real}) end end RenderConnection = RunService.RenderStepped:Connect( function() if not Character or not Character.Parent then RenderConnection:Disconnect() FakeChar:Destroy() return end if (Root and (Root.Position - Camera.CFrame.p).Magnitude <= ViewportRange) or Player == Client or not Root then for i = 1, #Correspondents do local Part, Real = unpack(Correspondents[i]) if Part and Real and Part.Parent and Real.Parent then Part.CFrame = Real.CFrame elseif Part.Parent and not Real.Parent then Part:Destroy() end end end end ) FakeChar.Parent = Viewcam end Player.CharacterAdded:Connect(CharacterAdded) if Player.Character then spawn( function() CharacterAdded(Player.Character) end ) end end local PlayerAdded = Players.PlayerAdded:Connect(OnPlayerAdded) for _, Player in pairs(Players:GetPlayers()) do OnPlayerAdded(Player) end ViewPart.Size = Vector3.new() if VRReady then Viewport.Position = UDim2.new(.62, 0, .89, 0) Viewport.Size = UDim2.new(.3, 0, .3, 0) Viewport.AnchorPoint = Vector2.new(.5, 1) else Viewport.Size = UDim2.new(0.3, 0, 0.3, 0) end local RenderStepped = RunService.RenderStepped:Connect( function() local Render = Camera.CFrame local Scale = Camera.ViewportSize if VRReady then Render = Render * VRService:GetUserCFrame(Enum.UserCFrame.Head) end CameraPort = CFrame.new(Render.p + Vector3.new(5, 2, 0), Render.p) Viewport.Camera.CFrame = CameraPort ViewPart.CFrame = Render * CFrame.new(0, 0, -16) ViewHUD.Size = UDim2.new(0, Scale.X - 6, 0, Scale.Y - 6) end ) -- local CharacterAdded CharacterAdded = Client.CharacterAdded:Connect( function() RenderStepped:Disconnect() CharacterAdded:Disconnect() PlayerAdded:Disconnect() ViewHUD:Destroy() ViewHUD = nil end ) ------------------------Part of modification------------------------ for i,v in pairs(character1:GetDescendants()) do if v:IsA("Motor6D") then v:Destroy() end end if character1.Humanoid.RigType == Enum.HumanoidRigType.R15 then character1:BreakJoints() end for i,v in pairs(reanimation:GetChildren()) do if v:IsA("BasePart") then v.Anchored = false end end game:GetService("RunService").Heartbeat:Connect(function() for i,v in pairs(character1:GetChildren()) do if v:IsA("BasePart") then v.Velocity = Vector3.new(bodyVelocity[1], bodyVelocity[2], bodyVelocity[3]) if character1.Humanoid.RigType == Enum.HumanoidRigType.R6 then v.CFrame = reanimation:FindFirstChild(v.Name).CFrame else --Head if character1:FindFirstChild("Head") then character1.Head.CFrame = reanimation.Head.CFrame end --Torso if character1:FindFirstChild("UpperTorso") then character1.UpperTorso.CFrame = reanimation.Torso.CFrame * CFrame.new(0, 0.185, 0) end if character1:FindFirstChild("LowerTorso") then character1.LowerTorso.CFrame = reanimation.Torso.CFrame * CFrame.new(0, -0.8, 0) end --HumanoidRootPart if character1:FindFirstChild("HumanoidRootPart") then character1.HumanoidRootPart.CFrame = cHRP.CFrame end --Left Arm if character1:FindFirstChild("LeftUpperArm") then character1.LeftUpperArm.CFrame = reanimation["Left Arm"].CFrame * CFrame.new(0, 0.4, 0) end if character1:FindFirstChild("LeftLowerArm") then character1.LeftLowerArm.CFrame = reanimation["Left Arm"].CFrame * CFrame.new(0, -0.19, 0) end if character1:FindFirstChild("LeftHand") then character1.LeftHand.CFrame = reanimation["Left Arm"].CFrame * CFrame.new(0, -0.84, 0) end --Right Arm if character1:FindFirstChild("RightUpperArm") then character1.RightUpperArm.CFrame = reanimation["Right Arm"].CFrame * CFrame.new(0, 0.4, 0) end if character1:FindFirstChild("RightLowerArm") then character1.RightLowerArm.CFrame = reanimation["Right Arm"].CFrame * CFrame.new(0, -0.19, 0) end if character1:FindFirstChild("RightHand") then character1.RightHand.CFrame = reanimation["Right Arm"].CFrame * CFrame.new(0, -0.84, 0) end --Left Leg if character1:FindFirstChild("LeftUpperLeg") then character1.LeftUpperLeg.CFrame = reanimation["Left Leg"].CFrame * CFrame.new(0, 0.55, 0) end if character1:FindFirstChild("LeftLowerLeg") then character1.LeftLowerLeg.CFrame = reanimation["Left Leg"].CFrame * CFrame.new(0, -0.19, 0) end if character1:FindFirstChild("LeftFoot") then character1.LeftFoot.CFrame = reanimation["Left Leg"].CFrame * CFrame.new(0, -0.85, 0) end --Right Leg if character1:FindFirstChild("RightUpperLeg") then character1.RightUpperLeg.CFrame = reanimation["Right Leg"].CFrame * CFrame.new(0, 0.55, 0) end if character1:FindFirstChild("RightLowerLeg") then character1.RightLowerLeg.CFrame = reanimation["Right Leg"].CFrame * CFrame.new(0, -0.19, 0) end if character1:FindFirstChild("RightFoot") then character1.RightFoot.CFrame = reanimation["Right Leg"].CFrame * CFrame.new(0, -0.85, 0) end end end if v:IsA("Accessory") then v.Handle.Velocity = Vector3.new(hatVelocity[1], hatVelocity[2], hatVelocity[3]) v.Handle.CFrame = reanimation:FindFirstChild(v.Name).Handle.CFrame end end end) game:GetService("RunService").Stepped:Connect(function() for i,v in pairs(reanimation:GetChildren()) do if v:IsA("BasePart") then v.CanCollide = false end end end) -------------------------------------------------------------------- wait(9e9) end Script() wait(2) local Players = game:GetService("Players") local lp = Players.LocalPlayer local character = reanimation--lp.Character local A0LL = Instance.new("Attachment", character["Left Leg"]) A0LL.Position = Vector3.new(0, 1, 0) local A1LL = Instance.new("Attachment", character["Torso"]) A1LL.Position = Vector3.new(-0.5, -1, 0) local socket1 = Instance.new("BallSocketConstraint", character["Left Leg"]) socket1.Attachment0 = A0LL socket1.Attachment1 = A1LL local A0RL = Instance.new("Attachment", character["Right Leg"]) A0RL.Position = Vector3.new(0, 1, 0) local A1RL = Instance.new("Attachment", character["Torso"]) A1RL.Position = Vector3.new(0.5, -1, 0) local socket2 = Instance.new("BallSocketConstraint", character["Right Leg"]) socket2.Attachment0 = A0RL socket2.Attachment1 = A1RL local A0H = Instance.new("Attachment", character["Head"]) A0H.Position = Vector3.new(0, -0.5, 0) local A1H = Instance.new("Attachment", character["Torso"]) A1H.Position = Vector3.new(0, 1, 0) local socket5 = Instance.new("BallSocketConstraint", character["Head"]) socket5.Attachment0 = A0H socket5.Attachment1 = A1H --loadstring(game:HttpGet("https://ghostbin.co/paste/krmyf/raw", true))() ----------------------------------------------------------- wait(9e9)
Here’s a step-by-step guide to using the VR Roblox Script: Immersing Players in Virtual Realityfrom Pastebin:
- Click on the “COPY” button to automatically copy the script.
- Paste the copied script into your script application.
- Run the script, and you’re all set.
If you are unable to copy or do not want to use this script now, then you can download it by clicking on the download button below.
Short Overview of VR Roblox Script
VR VR Roblox Script is an advanced coding language that enables the addition of virtual reality features to games on Roblox. Roblox Script aims to enhance player immersion, provide additional ways to connect, and introduce a new dimension to the Roblox platform.
What is VR Roblox Script?
VR VR Roblox Script is a collection of custom scripts that enable virtual reality events in Roblox. These scripts change how games work, add VR features, and make player encounters more interesting and immersive.
Features and Capabilities
- VR integration revolutionizes gameplay, transforming the way standard games are played.
- involved experiences: allows players to have more interesting and involved experiences.
- Innovative create: Gives game developers new ways to create games.
Introduction to VR Roblox Script
VR Script comes from the creative Roblox community and shows how flexible the platform is and how creative its users are. These scripts have changed over time, showing how game creation and VR integration in Roblox are always changing.
Evolution in the Roblox Community
- Users shape community-driven innovation through their input and collaborative efforts.
- VR Integration in Gaming: This feature allows you to experience virtual reality in Roblox games.
Role in Roblox Game of VR Script
VR scripts are a key part of making Roblox games virtual reality experiences for players. They improve the experience of the player by making the game more immersive and interactive.
Impact on Gameplay
- Enhanced engagement gives Roblox games a whole new level of engagement.
- Interactive Player Experience: Using VR to let players connect with the game makes them more interested.
Features of VR Roblox Script
VR Script is known for its unique features:
Feature | Description |
Immersive Gameplay | Brings a new level of immersion to Roblox games with VR. |
Interactive Experiences | Enhances player interaction with VR-enabled features. |
Innovative Design | Opens up new design possibilities for game developers. |
FAQs
How does VR script change Roblox games?
A: It adds VR features that make games more immersive and interactive.
Q: Can VR scripts be used to make any Roblox game work in VR?
A: Yes, most Roblox games can have VR features if the scripters know what they’re doing.
Conclusion
Thanks to the VR Roblox script, a lot of people can now enjoy virtual reality. This shows how customizable the Roblox platform is. What the movie shows is how games are always changing and how adding VR to online games makes them more fun.