
KeylessUniversal

-- Delta V22.3: V19.9 MOTION | ROOT CAUSE PATCHED | ALL FEATURES LOCKED
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local Lighting = game:GetService("Lighting")
local Player = Players.LocalPlayer
local Camera = workspace.CurrentCamera
-- [[ THE V19.9 REAL-LIFE SETTINGS - EXACT ]]
local V_BOB = 0.35
local H_BOB = 0.15
local SHAKE_SPEED = 1.1
local TILT_LIMIT = 2.0
-- [[ FEATURE: SHADOW FIX ]]
Lighting.GlobalShadows = true
Lighting.ShadowSoftness = 0.3
if not Lighting:FindFirstChildOfClass("Atmosphere") then
local atm = Instance.new("Atmosphere", Lighting)
atm.Density = 0.25
end
-- Variables
local tickCount = 0
local swingIntensity, landOffset, landTilt = 0, 0, 0
local leanAmount, camRoll, camPitch = 0, 0, 0
local lastRot = Camera.CFrame.LookVector
local sprintLerp, stopLerp = 0, 0
local unshakenCFrame -- Variable to store the pure camera
local function Initialize(Character)
local Humanoid = Character:WaitForChild("Humanoid")
local Root = Character:WaitForChild("HumanoidRootPart")
Humanoid.CameraOffset = Vector3.new(0,0,0)
unshakenCFrame = nil
RunService:UnbindFromRenderStep("CameraRestore")
RunService:UnbindFromRenderStep("CameraEngine")
-- [[ FIX 1: THE ANTI-SINK RESTORE ]]
-- We restore the pure camera BEFORE Roblox runs its math.
-- This kills the "Sinking" feedback loop entirely.
RunService:BindToRenderStep("CameraRestore", Enum.RenderPriority.Camera.Value - 1, function()
if unshakenCFrame then
Camera.CFrame = unshakenCFrame
end
end)
RunService:BindToRenderStep("CameraEngine", Enum.RenderPriority.Camera.Value + 1, function(dt)
if not Character or not Humanoid or not Root or not Character.Parent then return end
-- Save the pure camera CFrame before we touch it
unshakenCFrame = Camera.CFrame
local vel = Root.Velocity
local speed = (vel * Vector3.new(1, 0, 1)).Magnitude
local vVel = vel.Y
local state = Humanoid:GetState()
-- [[ FEATURE: UNIVERSAL CLIMBING DETECTION ]]
local wallCheck = workspace:Raycast(Root.Position, Root.CFrame.LookVector * 1.5)
local isClimbing = (state == Enum.HumanoidStateType.Climbing) or (wallCheck ~= nil)
local isMoving = speed > 0.5
local isSprinting = speed > 17.95
-- [[ V19.9 INERTIA ]]
local turn = Root.CFrame.RightVector:Dot(vel.Unit)
if speed < 1 then turn = 0 end
leanAmount = math.lerp(leanAmount, turn * 2.0, 0.2)
-- Since look is taken from the pure camera, there is zero drift here
local look = Camera.CFrame.LookVector
camRoll = math.lerp(camRoll, look:Cross(lastRot).Y * 45, 0.2)
camPitch = math.lerp(camPitch, (look.Y - lastRot.Y) * 30, 0.2)
lastRot = look
-- [[ V19.9 INTENSITY LOGIC ]]
local targetInt, targetCycle = 0.1, 4
if isClimbing then
targetInt = (math.abs(vVel) > 0.5) and 0.7 or 0.4
targetCycle = (math.abs(vVel) > 0.5) and 8 or 4
stopLerp = math.lerp(stopLerp, 1, 0.1)
elseif isMoving then
stopLerp = math.lerp(stopLerp, 1, 0.15)
if isSprinting then
targetInt = 0.75 + ((speed - 17.95) * 0.05) -- FEATURE: 0.05 Nerf
targetCycle = 22
else
targetInt = 0.4
targetCycle = 13
end
else
stopLerp = math.lerp(stopLerp, 0.4, 0.05)
end
tickCount = tickCount + (dt * targetCycle * SHAKE_SPEED)
swingIntensity = math.lerp(swingIntensity, targetInt, 0.15)
-- [[ V19.9 MOTION MATH ]]
local pulse = math.sin(tickCount * 0.5)
local verticalHit = math.abs(pulse) * -V_BOB
local horizontalHit = pulse * H_BOB
local stepX = horizontalHit * swingIntensity * stopLerp
local stepY = verticalHit * swingIntensity * stopLerp
local stepRoll = pulse * (swingIntensity * TILT_LIMIT) * stopLerp
-- [[ V19.9 LANDING/JUMP PHYSICS ]]
landOffset = math.lerp(landOffset, 0, 0.1)
landTilt = math.lerp(landTilt, 0, 0.1)
-- [[ FIX 2: PITCH SAFETY CLAMP (Anti-Break) ]]
local currentPitch = math.asin(look.Y) -- Find out how high/low the player is looking
local appliedPitch = math.rad(landTilt - camPitch + (stepY * 5))
-- Stop the pitch from pushing past 89 degrees (-1.55 radians) to prevent screen flips
local maxDown = -1.55 - currentPitch
local maxUp = 1.55 - currentPitch
appliedPitch = math.clamp(appliedPitch, maxDown, maxUp)
-- Apply the safe V19.9 Rotation
local finalRotation = CFrame.Angles(
appliedPitch,
0,
math.rad(stepRoll - (leanAmount * 1.5) - camRoll)
)
local finalPosition = Vector3.new(stepX - (leanAmount * 0.1), stepY + landOffset, 0)
-- Execute V19.9 Math exactly
Camera.CFrame = Camera.CFrame * finalRotation
Humanoid.CameraOffset = Humanoid.CameraOffset:Lerp(finalPosition, 0.25)
end)
-- [[ V19.9 STATE CHANGES ]]
Humanoid.StateChanged:Connect(function(_, new)
if new == Enum.HumanoidStateType.Jumping then
landOffset = 0.2; landTilt = 1.0
elseif new == Enum.HumanoidStateType.Landed then
landOffset = -0.5; landTilt = -2.5; swingIntensity = 1.5
end
end)
end
Player.CharacterAdded:Connect(Initialize)
if Player.Character then Initialize(Player.Character) end
print("Delta V22.3: Root Bugs Patched. V19.9 Motion Locked.")No comments yet for this script.

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