How do I make my mouse move in build mode, as I made a build mode system like bloxburg, but I can't use my mouse to look around in the grid. How do I do that?

local TweenService = game:GetService("TweenService") local UIS = game:GetService("UserInputService") local RunService = game:GetService("RunService")

local CM = false local P local W, A, S, D, E, Q, UA, LA, DA, RA = false, false, false, false, false, false, false, false, false, false

RunService.RenderStepped:Connect(function() if CM then if W then workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame + Vector3.new(-.3,0,0) end

	if A then
		workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame + Vector3.new(0,0,.3)
	end
	
	if S then
		workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame + Vector3.new(.3,0,0)
	end
	
	if D then
		workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame + Vector3.new(0,0,-.3)
	end
	
	if E then
		workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame + Vector3.new(0,.3,0)
	end
	
	if Q then
		workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame + Vector3.new(0,-.3,0)
	end
	
	--[[if UA then
		workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame * CFrame.Angles(math.rad(3), 0, 0)
	end]]
	
	if LA then
		P.Camera.Orientation = P.Camera.Orientation + Vector3.new(0, math.rad(3), 0)
		workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame * CFrame.Angles(0, math.rad(3), 0)
	end
	
	--[[if DA then
		workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame * CFrame.Angles(-math.rad(3), 0, 0)
	end]]
	
	if RA then
		P.Camera.Orientation = P.Camera.Orientation + Vector3.new(0, -math.rad(3), 0)
		workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame * CFrame.Angles(0, -math.rad(3), 0)
	end
end

end)

function InputBegan(K) if K.KeyCode == Enum.KeyCode.W then W = true end if K.KeyCode == Enum.KeyCode.A then A = true end if K.KeyCode == Enum.KeyCode.S then S = true end if K.KeyCode == Enum.KeyCode.D then D = true end

if K.KeyCode == Enum.KeyCode.E then
	E = true
end
if K.KeyCode == Enum.KeyCode.Q then
	Q = true
end

if K.KeyCode == Enum.KeyCode.Up then
	UA = true
end
if K.KeyCode == Enum.KeyCode.Left then
	LA = true
end
if K.KeyCode == Enum.KeyCode.Down then
	DA = true
end
if K.KeyCode == Enum.KeyCode.Right then
	RA = true
end

end

function InputEnded(K) if K.KeyCode == Enum.KeyCode.W then W = false end if K.KeyCode == Enum.KeyCode.A then A = false end if K.KeyCode == Enum.KeyCode.S then S = false end if K.KeyCode == Enum.KeyCode.D then D = false end

if K.KeyCode == Enum.KeyCode.E then
	E = false
end
if K.KeyCode == Enum.KeyCode.Q then
	Q = false
end

if K.KeyCode == Enum.KeyCode.Up then
	UA = false
end
if K.KeyCode == Enum.KeyCode.Left then
	LA = false
end
if K.KeyCode == Enum.KeyCode.Down then
	DA = false
end
if K.KeyCode == Enum.KeyCode.Right then
	RA = false
end

end

UIS.InputEnded:Connect(InputEnded) UIS.InputBegan:Connect(InputBegan)

function DrawGrid(Offset, Size, Thikness, Surface, Animtion, AnimationTime) print("Drawing Grid")

local FinalSizeX = (Size.X / Offset)
local FinalSizeZ = (Size.Z / Offset)

local XLines = {}
local ZLines = {}

for X = 1, FinalSizeX do
	-- Draw
	
	local LineX = Instance.new("Frame", Surface)
	table.insert(XLines, LineX)
	
	LineX.Name = "Line-X-" .. X
	LineX.Size = UDim2.new(0,Thikness,1,0)
	LineX.Position = UDim2.new(((X * Offset) / Size.X),0,0,0)
	
	-- Appearance
	
	LineX.BorderSizePixel = 0
	LineX.BackgroundColor3 = Color3.fromRGB(255,255,255)
end

for Z = 1, FinalSizeZ do
	-- Draw
	
	local LineZ = Instance.new("Frame", Surface)
	table.insert(ZLines, LineZ)
	
	LineZ.Name = "Line-Z-" .. Z
	LineZ.Size = UDim2.new(1,0,0,Thikness)
	LineZ.Position = UDim2.new(0,0,((Z * Offset) / Size.Z), 0)
	
	-- Appearance
	
	LineZ.BorderSizePixel = 0
	LineZ.BackgroundColor3 = Color3.fromRGB(255,255,255)
end

-- Animtion

if Animtion then
	for _, Line in pairs(XLines) do
		Line.Size = UDim2.new(0,0,0,0)
	end
	
	for _, Line in pairs(ZLines) do
		Line.Size = UDim2.new(0,0,0,0)
	end
	
	for _, Line in pairs(XLines) do
		Line.Size = UDim2.new(0,0,0,0)
		
		local Info = TweenInfo.new(AnimationTime)
		TweenService:Create(Line, Info, {Size = UDim2.new(0,Thikness,1,0)}):Play()
	end
	
	wait(AnimationTime / 2)
	
	for _, Line in pairs(ZLines) do
		Line.Size = UDim2.new(0,0,0,0)
		
		local Info = TweenInfo.new(AnimationTime)
		TweenService:Create(Line, Info, {Size = UDim2.new(1,0,0,Thikness)}):Play()
	end
end

end

function DrawWall(Plot) game.ReplicatedStorage.Events.DrawSecretWall:FireServer(Plot)

wait(.1)

for _, O in pairs(Plot:GetChildren()) do
	if O.Name == "Wall" then
		O.Transparency = 1
		O.CanCollide = false
	end
end

end

function MoveCamera(Plot, Animation, AnimationTime) if Animation then local Info = TweenInfo.new(AnimationTime)

	workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable
	
	TweenService:Create(workspace.CurrentCamera, Info, {CFrame = Plot.Camera.CFrame}):Play()
else
	workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable
	
	workspace.CurrentCamera.CFrame = Plot.Camera.CFrame
end

end

function MoveCharacter(Plot, Character) Character:SetPrimaryPartCFrame(Plot.Spawn.CFrame + Vector3.new(0,5,0)) end

local Module = {}

function Module:Stop(Plot, Player) CM = false

for _, O in pairs(Plot.Ground.Grid:GetChildren()) do
	O:Destroy()
end

game.ReplicatedStorage.Events.RemoveSecretWall:FireServer(Plot)

workspace.CurrentCamera.CameraType = Enum.CameraType.Follow

local Movement = require(Player.PlayerScripts.PlayerModule):GetControls()
Movement:Enable()

end

function Module:Start(Plot, GridOffset, GridThikness, Animation, AnimationTime, Character, Player) CM = true P = Plot

DrawGrid(GridOffset, Plot.Ground.Size, GridThikness, Plot.Ground.Grid, Animation, AnimationTime)
DrawWall(Plot)
MoveCamera(Plot, Animation, AnimationTime)
MoveCharacter(Plot, Character)

local Movement = require(Player.PlayerScripts.PlayerModule):GetControls()
Movement:Disable()

end

return Module