How to make a custom roblox zoom script for your game

If you've spent any time in Roblox Studio, you probably know that the default camera is fine for most things, but sometimes you just need a specific roblox zoom script to give your game that extra bit of polish. Whether you're making a high-stakes sniper game where you need a scope or a cozy builder where you want a bird's-eye view, the standard zoom settings can feel a bit clunky. Honestly, I've found that the default "scroll to zoom" is often too sensitive or not sensitive enough, depending on what kind of experience you're trying to build.

In this post, I want to walk through how to handle camera zooming yourself. We're going to look at the different ways to manipulate the camera, from simple property tweaks to more advanced scripting that makes the movement feel buttery smooth. It's not as intimidating as it sounds, even if you're relatively new to Luau.

Why the default camera settings often fall short

Roblox gives us a few built-in properties like CameraMaxZoomDistance and CameraMinZoomDistance. These are great for quick fixes. If you want a first-person-only game, you just set them both to 0.5 and call it a day. But if you want a dynamic roblox zoom script that reacts to player input in a unique way, those basic properties won't cut it.

The main issue is the lack of control. With the default system, you can't really control the "easing"—how the camera transitions from one distance to another. It just snaps or moves at a fixed rate. If you're trying to create a cinematic feel, you need a script that can interpolate (or "tween") between distances. Also, the default zoom always targets the player's head. What if you want to zoom into a shoulder view or a specific object? That's where custom scripting comes in.

Setting up your first basic zoom script

To get started, you're almost always going to be working with a LocalScript. Since the camera is something that happens on the client's side (each player sees their own view), there's no reason to involve the server. Usually, I'd toss this script into StarterPlayerScripts.

A basic roblox zoom script usually starts by capturing the mouse scroll wheel input. You can use the UserInputService for this. Here's a rough idea of how that looks in practice:

```lua local UserInputService = game:GetService("UserInputService") local player = game.Players.LocalPlayer local camera = workspace.CurrentCamera

local targetZoom = 10 local minZoom = 5 local maxZoom = 50

UserInputService.InputChanged:Connect(function(input, processed) if processed then return end

if input.UserInputType == Enum.UserInputType.MouseWheel then if input.Position.Z > 0 then targetZoom = math.max(minZoom, targetZoom - 5) else targetZoom = math.min(maxZoom, targetZoom + 5) end end 

end) ```

This snippet basically listens for the scroll wheel and updates a variable called targetZoom. It doesn't actually move the camera yet—it just tracks where the player wants the camera to be. This is a much better way to handle things than just forcing a property change instantly, because it gives us a variable we can animate.

Making the zoom feel smooth with TweenService

Nobody likes a jittery camera. If your roblox zoom script just snaps the camera to a new distance, it's going to feel cheap. To fix this, we can use TweenService or a simple Lerp (Linear Interpolation) function inside a RenderStepped loop.

I personally prefer using RenderStepped for camera work because it runs every single frame right before the frame is rendered. This ensures that the movement looks fluid even if the player is running around or jumping. You can take that targetZoom variable from before and slowly move the actual camera distance toward it.

When the camera "drifts" into place rather than teleporting, it adds a level of professional quality that players definitely notice, even if they can't quite put their finger on what's different. It makes the game feel more like a modern AAA title and less like a hobby project.

Handling the "FOV Zoom" vs "Distance Zoom"

There are actually two ways to "zoom" in Roblox. Most people think of moving the camera closer to the character, but you can also change the FieldOfView (FOV).

If you're making a binoculars item or a sniper scope, you don't actually want to move the camera's position. If you move the camera 50 studs forward, you might clip through a wall. Instead, your roblox zoom script should decrease the Camera.FieldOfView. The default is usually 70. Dropping it down to 20 or 30 creates a powerful "magnification" effect without changing the camera's actual coordinates.

It's a good idea to know when to use which. Distance zoom is for third-person navigation; FOV zoom is for focus and detail. Mixing the two can also create a "Dolly Zoom" effect (like in those old suspense movies), which looks super trippy and cool if you do it right.

Dealing with obstacles and clipping

One of the biggest headaches when writing a roblox zoom script is the dreaded wall clipping. Roblox's default camera has a "PopperCam" script that prevents the camera from going inside walls, but when you start writing your own custom camera logic, you might accidentally break that.

If you're manually setting the CFrame of the camera based on your zoom script, you need to perform a Raycast. Basically, you fire an invisible line from the player's head to where the camera wants to be. If that line hits a part (like a wall or a tree), you have to move the camera in front of that object.

It sounds complicated, but it's really just a bit of math. If you don't do this, your players are going to get frustrated when they back into a corner and their camera suddenly ends up inside the wall, showing them the "void" behind the map textures.

Mobile and Controller Support

Don't forget that not everyone has a mouse wheel. If you want your game to be playable on phones or consoles, your roblox zoom script needs to account for pinch-to-zoom and trigger buttons.

For mobile, you'll be looking at TouchPinch. It gives you a scale factor that you can use to adjust your targetZoom. On a controller, maybe you use the D-pad or a combination of buttons. The nice thing about keeping your "targetZoom" logic separate from the input logic is that you can just add new inputs that update the same variable. Whether it's a mouse wheel, a pinch gesture, or a button press, the camera still moves to the same destination in the same smooth way.

Final thoughts on camera customization

At the end of the day, a roblox zoom script is one of those small details that makes a huge difference in how a game feels. It's the primary way players interact with your world—it's their "eyes." If the eyes feel sluggish or limited, the whole game feels a bit off.

I'd recommend starting simple. Get a script that changes the zoom distance smoothly, then try adding FOV changes, and finally, look into raycasting for wall detection. You don't have to build the world's most complex camera system on day one. Just play around with the numbers, see what feels right for your specific genre, and don't be afraid to break things. That's usually how the best camera setups are discovered anyway.

Once you get the hang of manipulating the CurrentCamera object, you'll realize you have total control over the player's perspective. You can create cutscenes, shaky-cam effects during explosions, or even top-down 2D perspectives. It all starts with that one basic zoom script. Keep experimenting, and you'll find a setup that fits your game perfectly.