Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
Lighting = :()
Player = Players.LocalPlayer
Camera = .CurrentCamera
V_BOB =
H_BOB =
SHAKE_SPEED =
TILT_LIMIT =
Lighting.GlobalShadows =
Lighting.ShadowSoftness =
Lighting:()
atm = .(, Lighting)
atm.Density =
tickCount =
swingIntensity, landOffset, landTilt = , ,
leanAmount, camRoll, camPitch = , ,
lastRot = Camera.CFrame.LookVector
sprintLerp, stopLerp = ,
unshakenCFrame
(Character)
Humanoid = Character:()
Root = Character:()
Humanoid.CameraOffset = .(,,)
unshakenCFrame =
RunService:()
RunService:()
RunService:(, .RenderPriority.Camera.Value - , ()
unshakenCFrame
Camera.CFrame = unshakenCFrame
)
RunService:(, .RenderPriority.Camera.Value + , (dt)
Character Humanoid Root Character.Parent
unshakenCFrame = Camera.CFrame
vel = Root.Velocity
speed = (vel * .(, , )).Magnitude
vVel = vel.Y
state = Humanoid:()
wallCheck = :(Root.Position, Root.CFrame.LookVector * )
isClimbing = (state == .HumanoidStateType.Climbing) (wallCheck ~= )
isMoving = speed >
isSprinting = speed >
turn = Root.CFrame.RightVector:(vel.Unit)
speed < turn =
leanAmount = .(leanAmount, turn * , )
look = Camera.CFrame.LookVector
camRoll = .(camRoll, look:(lastRot).Y * , )
camPitch = .(camPitch, (look.Y - lastRot.Y) * , )
lastRot = look
targetInt, targetCycle = ,
isClimbing
targetInt = (.(vVel) > )
targetCycle = (.(vVel) > )
stopLerp = .(stopLerp, , )
isMoving
stopLerp = .(stopLerp, , )
isSprinting
targetInt = + ((speed - ) * )
targetCycle =
targetInt =
targetCycle =
stopLerp = .(stopLerp, , )
tickCount = tickCount + (dt * targetCycle * SHAKE_SPEED)
swingIntensity = .(swingIntensity, targetInt, )
pulse = .(tickCount * )
verticalHit = .(pulse) * -V_BOB
horizontalHit = pulse * H_BOB
stepX = horizontalHit * swingIntensity * stopLerp
stepY = verticalHit * swingIntensity * stopLerp
stepRoll = pulse * (swingIntensity * TILT_LIMIT) * stopLerp
landOffset = .(landOffset, , )
landTilt = .(landTilt, , )
currentPitch = .(look.Y)
appliedPitch = .(landTilt - camPitch + (stepY * ))
maxDown = - - currentPitch
maxUp = - currentPitch
appliedPitch = .(appliedPitch, maxDown, maxUp)
finalRotation = .(
appliedPitch,
,
.(stepRoll - (leanAmount * ) - camRoll)
)
finalPosition = .(stepX - (leanAmount * ), stepY + landOffset, )
Camera.CFrame = Camera.CFrame * finalRotation
Humanoid.CameraOffset = Humanoid.CameraOffset:(finalPosition, )
)
Humanoid.StateChanged:((_, new)
new == .HumanoidStateType.Jumping
landOffset = ; landTilt =
new == .HumanoidStateType.Landed
landOffset = -; landTilt = -; swingIntensity =
)
Player.CharacterAdded:(Initialize)
Player.Character (Player.Character)
()
Cool camera movents Only for games which doesn't have camera movent

Universal