TPS Strafing System
Overview
The TPS Strafing System is a movement method commonly used in third-person shooter (TPS) games. In this system, the character moves relative to the camera’s direction. The torso stays aligned with the aiming point, while the lower body moves according to the player’s movement direction. This allows the upper and lower body animations to play independently, enabling more flexible aiming and movement control.
How to Use
Activate Use Strafing Animations
After selecting the players in the Level Browser, activate Use Strafing Animations.

When this option is deactivated, the single movement animation will play.
When this option is enabled, animations will play in eight directions (up, down, left, right, and diagonally) based on the character’s movement direction. This allows the character to move naturally in various directions, such as strafing, reversing, and diagonal movement.


When only the Use Strafing Animations option is enabled, the difference may not be visually noticeable. This feature must be used in conjunction with the following settings to fully experience its effects.
Set the character’s rotation direction based on the camera’s direction
Set the RotationType of UserGameSettings to CameraRelative so that the character rotates according to the direction of the camera.
(To restore existing settings, set it to Enum.RotationType.MovementRelative.)
In StarterCharacterScripts, write the following code for LocalScript:
local Players = game:GetService("Players")
local LocalPlayer = Players.LocalPlayer
repeat wait() until LocalPlayer.Character
local Character = LocalPlayer.Character
local Humanoid = Character:WaitForChild("Humanoid")
local UserGameSettings = UserSettings().GameSettings
UserGameSettings.RotationType = Enum.RotationType.CameraRelative
When the character’s rotation is set to follow the camera (CameraRelative) and the Use Strafing Animations option is enabled, the character will always face the direction of the camera. This setup allows the torso animation to align with the camera (aiming direction), while the lower body animations play independently based on the movement direction.

If RotationType is set to CameraRelative, the character’s rotation speed based on the camera direction can be controlled using the CharacterTurnRateWhenUsingCameraRelative value. (The default value is -1, which means the character will rotate instantly.)
UserGameSettings.CharacterTurnRate = 200
Apply Camera Offset
The camera’s relative position can be adjusted using the CameraOffset attribute. In TPS games, the character is typically positioned slightly off-center to prevent the character from overlapping with the aiming point on the screen.
In StarterCharacterScripts, write the following code for LocalScript:
local Workspace = game:GetService("Workspace")
local Camera = Workspace:WaitForChild("Camera")
Camera.CameraOffset = Vector3.new(90, 90, -120)

Changing the Torso Animation
The character’s torso and lower body animations can be played separately, regardless of the Use Strafing Animations option. If the UpperBodyAnimation attribute is set to “True” in the animation track, the animation will apply only to the torso.
In StarterCharacterScripts, write the following code for LocalScript:
local Animation = Instance.new("Animation")
Animation.AnimationId = "BasicHandgunIdleAnimation"
local Animator = Humanoid:FindFirstChild("Animator")
local AnimationTrack = Animator:LoadAnimation(Animation)
AnimationTrack.UpperBodyAnimation = true
AnimationTrack.Priority = Enum.AnimationPriority.Movement
AnimationTrack.Looped = true
AnimationTrack:Play()
When Use Strafing Animations and UpperBodyAnimation are used together, the torso follows the aiming direction while the lower body moves according to the movement direction, resulting in more natural and dynamic character animations.

Usage Examples
RotationType settings according to whether a gun is equipped
When no gun is equipped, it is set to MovementRelative, and the default movement animations are played
When a gun is equipped, it switches to CameraRelative to lock the character’s vision
RotationType settings according to whether or not the character is aiming when a projectile weapon is equipped
When the character is not aiming, it is set to MovementRelative, and the default movement animations are played
When the character is aiming, it switches to CameraRelative to lock the character’s vision
CameraOffset is processed differently depending on the weapon type
Strafing Animation Assets
Use the animation package by searching for the asset name in the Asset Drawer. (You can also use the asset directly in the script without placing it in the Level Browser by using the Asset Id.)
Learn How to Play Animations
Character Animationovdrassetid://18426300
Asset Name : BasicWalkAnimations
BasicWalkForwardAnimation
ovdrassetid://18429100
Asset Name : BasicWalkAnimations
BasicWalkLeftAnimation
ovdrassetid://18427600
Asset Name : BasicWalkAnimations
BasicWalkForwardLeftAnimation
ovdrassetid://18428100
Asset Name : BasicWalkAnimations
BasicWalkForwardRightAnimation
ovdrassetid://18430100
Asset Name : BasicWalkAnimations
BasicWalkRightAnimation
ovdrassetid://18427200
Asset Name : BasicWalkAnimations
BasicWalkBackLeftAnimation
ovdrassetid://18427400
Asset Name : BasicWalkAnimations
BasicWalkBackRightAnimation
BasicWalkBackAnimation
or
ovdrassetid://18426100
Asset Name : BasicWalkAnimations
BasicWalkBackAnimation
ovdrassetid://18400100
Asset Name : BasicAnimations
BasicRunForwardAnimation
ovdrassetid://18402100
Asset Name : BasicAnimations
BasicRunLeftAnimation
ovdrassetid://18401200
Asset Name : BasicAnimations
BasicRunForwardLeftAnimation
ovdrassetid://18403200
Asset Name : BasicAnimations
BasicRunForwardRightAnimation
ovdrassetid://18406100
Asset Name : BasicAnimations
BasicRunRightAnimation
ovdrassetid://18408100
Asset Name : BasicAnimations
BasicRunBackLeftAnimation
ovdrassetid://18409100
Asset Name : BasicAnimations
BasicRunBackRightAnimation
ovdrassetid://18406200
Asset Name : BasicAnimations
BasicRunBackAnimation
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