---
name: InputAction
last_updated: 2026-06-11T17:05:16Z
inherits:
  - Instance
  - Object
type: class
memory_category: Instances
summary: "Defines a gameplay action mechanic. These actions are then mapped to hardware inputs using InputBinding."
---

# Class: InputAction

> Defines a gameplay action mechanic. These actions are then mapped to hardware
> inputs using [InputBinding](/docs/reference/engine/classes/InputBinding.md).

## Description

`InputAction` defines a gameplay action mechanic such as "Jump," "Sprint," or
"Shoot." These actions are then mapped to hardware inputs using
[InputBinding](/docs/reference/engine/classes/InputBinding.md). An `InputAction` will check for its first ancestor type
of [InputContext](/docs/reference/engine/classes/InputContext.md) and register itself to that context (if there is no
ancestor context, it will be registered to a default context).

## Properties

### Property: InputAction.BoolState

```json
{
  "type": "boolean",
  "access": "ReadOnly",
  "security": {
    "read": "RobloxScriptSecurity",
    "write": "RobloxScriptSecurity"
  },
  "serialization": {
    "can_load": false,
    "can_save": false
  },
  "thread_safety": "ReadSafe",
  "category": "Data",
  "capabilities": [
    "Input"
  ]
}
```

A non-scriptable read-only property only visible in Studio, primarily
useful for debugging while testing an `InputAction` with
[Type](/docs/reference/engine/classes/InputAction.md) of [Bool](/docs/reference/engine/enums/InputActionType.md).

### Property: InputAction.Direction1DState

```json
{
  "type": "float",
  "access": "ReadOnly",
  "security": {
    "read": "RobloxScriptSecurity",
    "write": "RobloxScriptSecurity"
  },
  "serialization": {
    "can_load": false,
    "can_save": false
  },
  "thread_safety": "ReadSafe",
  "category": "Data",
  "capabilities": [
    "Input"
  ]
}
```

A non-scriptable read-only property only visible in Studio, primarily
useful for debugging while testing an `InputAction` with
[Type](/docs/reference/engine/classes/InputAction.md) of [Direction1D](/docs/reference/engine/enums/InputActionType.md).

### Property: InputAction.Direction2DState

```json
{
  "type": "Vector2",
  "access": "ReadOnly",
  "security": {
    "read": "RobloxScriptSecurity",
    "write": "RobloxScriptSecurity"
  },
  "serialization": {
    "can_load": false,
    "can_save": false
  },
  "thread_safety": "ReadSafe",
  "category": "Data",
  "capabilities": [
    "Input"
  ]
}
```

A non-scriptable read-only property only visible in Studio, primarily
useful for debugging while testing an `InputAction` with
[Type](/docs/reference/engine/classes/InputAction.md) of [Direction2D](/docs/reference/engine/enums/InputActionType.md).

### Property: InputAction.Direction3DState

```json
{
  "type": "Vector3",
  "access": "ReadOnly",
  "security": {
    "read": "RobloxScriptSecurity",
    "write": "RobloxScriptSecurity"
  },
  "serialization": {
    "can_load": false,
    "can_save": false
  },
  "thread_safety": "ReadSafe",
  "category": "Data",
  "capabilities": [
    "Input"
  ]
}
```

A non-scriptable read-only property only visible in Studio, primarily
useful for debugging while testing an `InputAction` with
[Type](/docs/reference/engine/classes/InputAction.md) of [Direction3D](/docs/reference/engine/enums/InputActionType.md).

### Property: InputAction.Enabled

```json
{
  "type": "boolean",
  "access": "ReadWrite",
  "security": {
    "read": "None",
    "write": "None"
  },
  "serialization": {
    "can_load": true,
    "can_save": true
  },
  "thread_safety": "ReadSafe",
  "category": "Behavior",
  "capabilities": [
    "Input"
  ],
  "simulationAccess": true
}
```

Determines if the `InputAction` is enabled or not. The action state will
be reset if this property is toggled to `false`.

### Property: InputAction.Type

```json
{
  "type": "InputActionType",
  "access": "ReadWrite",
  "security": {
    "read": "None",
    "write": "None"
  },
  "serialization": {
    "can_load": true,
    "can_save": true
  },
  "thread_safety": "ReadSafe",
  "category": "Behavior",
  "capabilities": [
    "Input"
  ],
  "simulationAccess": true
}
```

Specifies what type of input value the action is expecting. See
[InputActionType](/docs/reference/engine/enums/InputActionType.md) for more details.

### Property: InputAction.ViewportPositionState

```json
{
  "type": "Vector2",
  "access": "ReadOnly",
  "security": {
    "read": "RobloxScriptSecurity",
    "write": "RobloxScriptSecurity"
  },
  "serialization": {
    "can_load": false,
    "can_save": false
  },
  "thread_safety": "ReadSafe",
  "category": "Data",
  "capabilities": [
    "Input"
  ]
}
```

A non-scriptable read-only property only visible in Studio, primarily
useful for debugging while testing an `InputAction` with
[Type](/docs/reference/engine/classes/InputAction.md) of [ViewportPosition](/docs/reference/engine/enums/InputActionType.md).

## Methods

### Method: InputAction:Fire

**Signature:** `InputAction:Fire(state: Variant): ()`

Updates the `InputAction` to the given state and fires the appropriate
signals. This method is most useful for script‑triggered "input" where the
passed `state` should trigger events like
[Pressed](/docs/reference/engine/classes/InputAction.md) or
[StateChanged](/docs/reference/engine/classes/InputAction.md) regardless of whether the
player triggered that state through normal inputs.

This method will only accept a `state` parameter that matches the
[Type](/docs/reference/engine/classes/InputAction.md) and attempting to call it with a mismatched
type will cause an error, for example passing a state of `0.5` when the
[Type](/docs/reference/engine/classes/InputAction.md) is [Bool](/docs/reference/engine/enums/InputActionType.md).

Note that this method follows the conditions of
[Pressed](/docs/reference/engine/classes/InputAction.md),
[Released](/docs/reference/engine/classes/InputAction.md), and
[StateChanged](/docs/reference/engine/classes/InputAction.md). For example, if you make
multiple consecutive calls to `Fire()` with a state of `true`,
[StateChanged](/docs/reference/engine/classes/InputAction.md) will only fire on the first
state change and the subsequent calls to `Fire()` will do nothing.

*Security: None · Thread Safety: Unsafe · Capabilities: Input · Simulation Access: true*

**Parameters:**

| Name | Type | Default | Description |
|------|------|---------|-------------|
| `state` | `Variant` |  |  |

**Returns:** `()`

### Method: InputAction:GetState

**Signature:** `InputAction:GetState(): Variant`

Returns the current state of the [InputAction](/docs/reference/engine/classes/InputAction.md), for example `true`
for an action with [Type](/docs/reference/engine/classes/InputAction.md) set to
[Bool](/docs/reference/engine/enums/InputActionType.md).

*Security: None · Thread Safety: Safe · Capabilities: Input · Simulation Access: true*

**Returns:** `Variant` — The current state of [InputAction](/docs/reference/engine/classes/InputAction.md).

## Events

### Event: InputAction.Pressed

**Signature:** `InputAction.Pressed()`

This event fires only when the [Type](/docs/reference/engine/classes/InputAction.md) is set to
[Bool](/docs/reference/engine/enums/InputActionType.md), and only when the state transitions from
`false` to `true`.

*Security: None · Capabilities: Input*

### Event: InputAction.Released

**Signature:** `InputAction.Released()`

This event fires only when the [Type](/docs/reference/engine/classes/InputAction.md) is set to
[Bool](/docs/reference/engine/enums/InputActionType.md), and only when the state transitions from
`true` to `false`.

*Security: None · Capabilities: Input*

### Event: InputAction.StateChanged

**Signature:** `InputAction.StateChanged(value: Variant)`

This event fires for all [InputActionType](/docs/reference/engine/enums/InputActionType.md) types whenever the state
changes, except if the state attempts to transition to the same state.

*Security: None · Capabilities: Input*

**Parameters:**

| Name | Type | Description |
|------|------|-------------|
| `value` | `Variant` | The new state of the [InputAction](/docs/reference/engine/classes/InputAction.md). |

## Inherited Members

### From [Instance](/docs/reference/engine/classes/Instance.md)

- **Property `Archivable`** (`boolean`): Determines if an Instance and its descendants can be cloned using
- **Property `archivable`** (`boolean`):  *(deprecated, hidden)*
- **Property `Capabilities`** (`SecurityCapabilities`): The set of capabilities allowed to be used for scripts inside this
- **Property `Name`** (`string`): A non-unique identifier of the Instance.
- **Property `Parent`** (`Instance`): Determines the hierarchical parent of the Instance.
- **Property `PredictionMode`** (`PredictionMode`): 
- **Property `RobloxLocked`** (`boolean`): A deprecated property that used to protect CoreGui objects. *(hidden)*
- **Property `Sandboxed`** (`boolean`): When enabled, the instance can only access abilities in its `Capabilities`
- **Property `UniqueId`** (`UniqueId`): A unique identifier for the instance.
- **Method `AddTag(tag: string): ()`**: Applies a tag to the instance.
- **Method `children(): Instances`**: Returns an array of the object's children. *(deprecated)*
- **Method `ClearAllChildren(): ()`**: This method destroys all of an instance's children.
- **Method `Clone(): Instance`**: Create a copy of an instance and all its descendants, ignoring instances
- **Method `clone(): Instance`**:  *(deprecated)*
- **Method `Destroy(): ()`**: Sets the Instance.Parent property to `nil`, locks the
- **Method `destroy(): ()`**:  *(deprecated)*
- **Method `FindFirstAncestor(name: string): Instance?`**: Returns the first ancestor of the Instance whose
- **Method `FindFirstAncestorOfClass(className: string): Instance?`**: Returns the first ancestor of the Instance whose
- **Method `FindFirstAncestorWhichIsA(className: string): Instance?`**: Returns the first ancestor of the Instance for whom
- **Method `FindFirstChild(name: string, recursive?: boolean): Instance?`**: Returns the first child of the Instance found with the given name.
- **Method `findFirstChild(name: string, recursive?: boolean): Instance`**:  *(deprecated)*
- **Method `FindFirstChildOfClass(className: string): Instance?`**: Returns the first child of the Instance whose
- **Method `FindFirstChildWhichIsA(className: string, recursive?: boolean): Instance?`**: Returns the first child of the Instance for whom
- **Method `FindFirstDescendant(name: string): Instance?`**: Returns the first descendant found with the given Instance.Name.
- **Method `GetActor(): Actor?`**: Returns the Actor associated with the Instance, if any.
- **Method `GetAttribute(attribute: string): Variant`**: Returns the value which has been assigned to the given attribute name.
- **Method `GetAttributeChangedSignal(attribute: string): RBXScriptSignal`**: Returns an event that fires when the given attribute changes.
- **Method `GetAttributes(): Dictionary`**: Returns a dictionary of the instance's attributes.
- **Method `GetChildren(): Instances`**: Returns an array containing all of the instance's children.
- **Method `getChildren(): Instances`**:  *(deprecated)*
- **Method `GetDebugId(scopeLength?: int): string`**: Returns a coded string of the debug ID used internally by Roblox.
- **Method `GetDescendants(): Instances`**: Returns an array containing all of the descendants of the instance.
- **Method `GetFullName(): string`**: Returns a string describing the instance's ancestry.
- **Method `GetStyled(name: string, selector: string?): Variant`**: Returns the styled or explicitly modified value of the specified property,
- **Method `GetStyledPropertyChangedSignal(property: string): RBXScriptSignal`**: 
- **Method `GetTags(): Array`**: Gets an array of all tags applied to the instance.
- **Method `HasTag(tag: string): boolean`**: Check whether the instance has a given tag.
- **Method `IsAncestorOf(descendant: Instance): boolean`**: Returns true if an Instance is an ancestor of the given
- **Method `IsDescendantOf(ancestor: Instance): boolean`**: Returns `true` if an Instance is a descendant of the given
- **Method `isDescendantOf(ancestor: Instance): boolean`**:  *(deprecated)*
- **Method `IsPropertyModified(property: string): boolean`**: Returns `true` if the value stored in the specified property is not equal
- **Method `QueryDescendants(selector: string): Instances`**: 
- **Method `Remove(): ()`**: Sets the object's `Parent` to `nil`, and does the same for all its *(deprecated)*
- **Method `remove(): ()`**:  *(deprecated)*
- **Method `RemoveTag(tag: string): ()`**: Removes a tag from the instance.
- **Method `ResetPropertyToDefault(property: string): ()`**: Resets a property to its default value.
- **Method `SetAttribute(attribute: string, value: Variant): ()`**: Sets the attribute with the given name to the given value.
- **Method `WaitForChild(childName: string, timeOut: double): Instance`**: Returns the child of the Instance with the given name. If the
- **Event `AncestryChanged`**: Fires when the Instance.Parent property of this object or one of
- **Event `AttributeChanged`**: Fires whenever an attribute is changed on the Instance.
- **Event `ChildAdded`**: Fires after an object is parented to this Instance.
- **Event `childAdded`**:  *(deprecated)*
- **Event `ChildRemoved`**: Fires after a child is removed from this Instance.
- **Event `DescendantAdded`**: Fires after a descendant is added to the Instance.
- **Event `DescendantRemoving`**: Fires immediately before a descendant of the Instance is removed.
- **Event `Destroying`**: Fires immediately before (or is deferred until after) the instance is
- **Event `StyledPropertiesChanged`**: Fires whenever any style property is changed on the instance, including

### From [Object](/docs/reference/engine/classes/Object.md)

- **Property `ClassName`** (`string`): A read-only string representing the class this Object belongs to.
- **Property `className`** (`string`):  *(deprecated)*
- **Method `GetPropertyChangedSignal(property: string): RBXScriptSignal`**: Get an event that fires when a given property of the object changes.
- **Method `IsA(className: string): boolean`**: Returns true if an object's class matches or inherits from a given class.
- **Method `isA(className: string): boolean`**:  *(deprecated)*
- **Event `Changed`**: Fires immediately after a property of the object changes, with some