predator eye locked roblox
Okay, so I wanted to get that “Predator Eye Locked” effect in Roblox, you know, the one where the eyes kinda follow you around? It looked super cool, and I figured it couldn’t be that hard, right? Famous last words, I guess.
First, I jumped into Roblox Studio and, of course, I needed a model. I grabbed a free predator model I found because, hey, I’m all about efficiency. It already had eyes, which saved me a step. My initial, super-genius plan? Just rotate the eyeballs! Simple!
I messed around with the Orientation property of the eye parts. I figured I could use a script to constantly update the orientation based on the player’s position. The problem? It looked… janky. Like, really, really bad. The eyes were just spinning wildly, not really locking onto anything. More like a possessed predator than a cool one.
The ‘LookAt’ Solution (Sort Of)
Then, I remembered the function. This seemed like the perfect solution! It’s supposed to make one part face another. “This is it!” I thought. “I’ve cracked the code!”
I spent a good hour tweaking a script. I put a LocalScript inside StarterPlayerScripts, got references to the player’s HumanoidRootPart and the predator’s eye parts, and then used a loop to constantly update the eye’s CFrame.

- Get the Player: Check
- Get the Eye parts: Check.
- Heartbeat loop: Check
- *: check.
The result? Better, but still not quite right. The eyes were definitely trying to follow the player, but they were also… jittery. And sometimes they’d just flip out completely and stare off into the void. It was less “locked on” and more “mildly interested with occasional seizures.”
The Refinement (and Frustration)
So, back to the drawing board. I realized I needed to smooth things out. I started playing with some techniques to dampen the eye movement. I tried things Like:
- Averaging the target position over a few frames: The eyes got smoother but also were slow, it didn’t look good!
- Using Lerp(Linear Interpolation): Ok, now it’s too slow.
- Adjusting the speed: Hard to adjust.
I spent ages tweaking numbers, adding delays, and generally banging my head against the keyboard. Each time I thought I had it, the eyes would do something weird, like lock onto the floor or spin around when I jumped.
Finally Working (Mostly!)
Eventually, I found a combination of things that worked reasonably well. I used to get the general direction, and then I used Lerp to smoothly transition the eye’s CFrame to the new target. I also added a small offset to prevent the eyes from crossing when the player got too close. I also, limited the rotation, so now they look good!
It’s still not perfect. There’s a tiny bit of jitter sometimes, and I’m sure a real Roblox pro could do it better. But, you know what? It’s pretty darn close to the effect I wanted. And I learned a ton about CFrames, loops, and the general weirdness of Roblox physics in the process.
My biggest takeaway? Roblox development is like 80% trial and error. You just gotta keep messing with things until they (mostly) work. And sometimes, the “Predator Eye Locked” effect is more of a “Predator Eye Mildly Annoyed and Occasionally Distracted” effect. But hey, it’s a start!