Learn
Engine Class
UserInputService
Not Creatable
Service
Not Replicated

Summary
Events
InputBegan(input: InputObject,gameProcessedEvent: boolean):RBXScriptSignal
InputChanged(input: InputObject,gameProcessedEvent: boolean):RBXScriptSignal
InputEnded(input: InputObject,gameProcessedEvent: boolean):RBXScriptSignal
PointerAction(wheel: number,pan: Vector2,pinch: number,gameProcessedEvent: boolean):RBXScriptSignal
TouchDrag(dragDirection: Enum.SwipeDirection,numberOfTouches: number,gameProcessedEvent: boolean):RBXScriptSignal
TouchEnded(touch: InputObject,gameProcessedEvent: boolean):RBXScriptSignal
TouchLongPress(touchPositions: {any},state: Enum.UserInputState,gameProcessedEvent: boolean):RBXScriptSignal
TouchMoved(touch: InputObject,gameProcessedEvent: boolean):RBXScriptSignal
TouchPan(touchPositions: {any},totalTranslation: Vector2,velocity: Vector2,state: Enum.UserInputState,gameProcessedEvent: boolean):RBXScriptSignal
TouchPinch(touchPositions: {any},scale: number,velocity: number,state: Enum.UserInputState,gameProcessedEvent: boolean):RBXScriptSignal
TouchRotate(touchPositions: {any},rotation: number,velocity: number,state: Enum.UserInputState,gameProcessedEvent: boolean):RBXScriptSignal
TouchStarted(touch: InputObject,gameProcessedEvent: boolean):RBXScriptSignal
TouchSwipe(swipeDirection: Enum.SwipeDirection,numberOfTouches: number,gameProcessedEvent: boolean):RBXScriptSignal
TouchTap(touchPositions: {any},gameProcessedEvent: boolean):RBXScriptSignal
Inherited Members

API Reference
Properties
AccelerometerEnabled
Read Only
Not Replicated
Read Parallel
Capabilities: Input
UserInputService.AccelerometerEnabled:boolean
Code Samples
Move a Ball using the Accelerometer
local Workspace = game:GetService("Workspace")
local UserInputService = game:GetService("UserInputService")
local ball = script.Parent:WaitForChild("Ball")
local mass = ball:GetMass()
local gravityForce = ball:WaitForChild("GravityForce")
local function moveBall(gravity)
gravityForce.Force = gravity.Position * Workspace.Gravity * mass
end
if UserInputService.AccelerometerEnabled then
UserInputService.DeviceGravityChanged:Connect(moveBall)
end

GamepadEnabled
Read Only
Not Replicated
Read Parallel
Capabilities: Input
UserInputService.GamepadEnabled:boolean

GyroscopeEnabled
Read Only
Not Replicated
Read Parallel
Capabilities: Input
UserInputService.GyroscopeEnabled:boolean

KeyboardEnabled
Read Only
Not Replicated
Read Parallel
Capabilities: Input
UserInputService.KeyboardEnabled:boolean

ModalEnabled
Deprecated

MouseBehavior
Read Parallel
Capabilities: Input
UserInputService.MouseBehavior:Enum.MouseBehavior

MouseDeltaSensitivity
Not Replicated
Read Parallel
Capabilities: Input
UserInputService.MouseDeltaSensitivity:number

MouseEnabled
Read Only
Not Replicated
Read Parallel
Capabilities: Input
UserInputService.MouseEnabled:boolean

MouseIcon
Read Parallel
Capabilities: Input
UserInputService.MouseIcon:ContentId
Code Samples
Custom Mouse Icon
local UserInputService = game:GetService("UserInputService")
-- In order to restore the cursor to what it was set to previously, it will need to be saved to a variable
local savedCursor = nil
local function setTemporaryCursor(cursor: string)
-- Only update the saved cursor if it's not currently saved
if not savedCursor then
savedCursor = UserInputService.MouseIcon
end
UserInputService.MouseIcon = cursor
end
local function clearTemporaryCursor()
-- Only restore the mouse cursor if there's a saved cursor to restore
if savedCursor then
UserInputService.MouseIcon = savedCursor
-- Don't restore the same cursor twice (might overwrite another script)
savedCursor = nil
end
end
setTemporaryCursor("http://www.roblox.com/asset?id=163023520")
print(UserInputService.MouseIcon)
clearTemporaryCursor()

MouseIconContent
Read Parallel
Capabilities: Input
UserInputService.MouseIconContent:Content
Code Samples
Custom Mouse Icon
local UserInputService = game:GetService("UserInputService")
-- In order to restore the cursor to what it was set to previously, it will need to be saved to a variable
local savedCursor = nil
local function setTemporaryCursor(cursor: string)
-- Only update the saved cursor if it's not currently saved
if not savedCursor then
savedCursor = UserInputService.MouseIcon
end
UserInputService.MouseIcon = cursor
end
local function clearTemporaryCursor()
-- Only restore the mouse cursor if there's a saved cursor to restore
if savedCursor then
UserInputService.MouseIcon = savedCursor
-- Don't restore the same cursor twice (might overwrite another script)
savedCursor = nil
end
end
setTemporaryCursor("http://www.roblox.com/asset?id=163023520")
print(UserInputService.MouseIcon)
clearTemporaryCursor()

MouseIconEnabled
Read Parallel
Capabilities: Input
UserInputService.MouseIconEnabled:boolean

OnScreenKeyboardPosition
Read Only
Not Replicated
Read Parallel
Capabilities: Input
UserInputService.OnScreenKeyboardPosition:Vector2

OnScreenKeyboardSize
Read Only
Not Replicated
Read Parallel
Capabilities: Input
UserInputService.OnScreenKeyboardSize:Vector2

OnScreenKeyboardVisible
Read Only
Not Replicated
Read Parallel
Capabilities: Input
UserInputService.OnScreenKeyboardVisible:boolean

PreferredInput
Read Only
Not Replicated
Read Parallel
Capabilities: Input
UserInputService.PreferredInput:Enum.PreferredInput
Code Samples
Preferred Input Detection
local UserInputService = game:GetService("UserInputService")
local function preferredInputChanged()
local preferredInput = UserInputService.PreferredInput
if preferredInput == Enum.PreferredInput.Touch then
-- Player is on touch-enabled device with no other input types available/connected
print("Touch")
elseif preferredInput == Enum.PreferredInput.Gamepad then
-- Player has connected or most recently interacted with a gamepad
print("Gamepad")
elseif preferredInput == Enum.PreferredInput.KeyboardAndMouse then
-- Player has connected or most recently interacted with a keyboard or mouse
print("KeyboardAndMouse")
end
end
preferredInputChanged()
UserInputService:GetPropertyChangedSignal("PreferredInput"):Connect(function()
preferredInputChanged()
end)

TouchEnabled
Read Only
Not Replicated
Read Parallel
Capabilities: Input
UserInputService.TouchEnabled:boolean

TouchScreenEnabled
Read Only
Not Replicated
Roblox Script Security
Read Parallel
Capabilities: Input
UserInputService.TouchScreenEnabled:boolean

UserHeadCFrame
Deprecated

VREnabled
Deprecated

Methods
CreateVirtualInput
Capabilities: Input
UserInputService:CreateVirtualInput():Object
Returns

GamepadSupports
Capabilities: Input
UserInputService:GamepadSupports(
gamepadNum:Enum.UserInputType, gamepadKeyCode:Enum.KeyCode
Parameters
gamepadKeyCode:Enum.KeyCode
Returns

GetConnectedGamepads
Capabilities: Input
UserInputService:GetConnectedGamepads():{any}
Returns

GetDeviceAcceleration
Capabilities: Input
UserInputService:GetDeviceAcceleration():InputObject
Code Samples
Output Device Acceleration
local UserInputService = game:GetService("UserInputService")
if UserInputService.AccelerometerEnabled then
local acceleration = UserInputService:GetDeviceAcceleration().Position
print(acceleration)
else
warn("Cannot get device acceleration because device does not have an enabled accelerometer!")
end

GetDeviceGravity
Capabilities: Input
UserInputService:GetDeviceGravity():InputObject
Code Samples
Moving Objects with the Gyroscope
local UserInputService = game:GetService("UserInputService")
local bubble = script.Parent:WaitForChild("Bubble")
local camera = workspace.CurrentCamera
camera.CameraType = Enum.CameraType.Scriptable
camera.CFrame = CFrame.new(0, 20, 0) * CFrame.Angles(-math.pi / 2, 0, 0)
if UserInputService.GyroscopeEnabled then
-- Bind event to when gyroscope detects change
UserInputService.DeviceGravityChanged:Connect(function(accel)
-- Move the bubble in the world based on the gyroscope data
bubble.Position = Vector3.new(-8 * accel.Position.X, 1.8, -8 * accel.Position.Z)
end)
end

GetDeviceRotation
Capabilities: Input
UserInputService:GetDeviceRotation():Tuple
Returns
Code Samples
Output Device Rotation
local UserInputService = game:GetService("UserInputService")
if UserInputService.GyroscopeEnabled then
local _, cf = UserInputService:GetDeviceRotation()
print(cf)
else
warn("Cannot get device rotation because device does not have an enabled gyroscope!")
end

GetFocusedTextBox
Capabilities: Input
UserInputService:GetFocusedTextBox():TextBox
Returns

GetGamepadConnected
Capabilities: Input
UserInputService:GetGamepadConnected(gamepadNum:Enum.UserInputType):boolean
Parameters
Returns

GetGamepadState
Capabilities: Input
UserInputService:GetGamepadState(gamepadNum:Enum.UserInputType):{InputObject}
Parameters
Returns

GetImageForKeyCode
Capabilities: Input
UserInputService:GetImageForKeyCode(keyCode:Enum.KeyCode):ContentId
Parameters
keyCode:Enum.KeyCode
Returns
ContentId
Code Samples
UserInputService - Get Image For KeyCode
local UserInputService = game:GetService("UserInputService")
local imageLabel = script.Parent
local key = Enum.KeyCode.ButtonA
local mappedIconImage = UserInputService:GetImageForKeyCode(key)
imageLabel.Image = mappedIconImage

GetKeysPressed
Capabilities: Input
UserInputService:GetKeysPressed():{InputObject}
Returns

GetLastInputType
Capabilities: Input
UserInputService:GetLastInputType():Enum.UserInputType
Code Samples
Detect Last Input Type
local UserInputService = game:GetService("UserInputService")
if UserInputService:GetLastInputType() == Enum.UserInputType.Keyboard then
print("Most recent input was keyboard!")
end

GetMouseButtonsPressed
Capabilities: Input
UserInputService:GetMouseButtonsPressed():{InputObject}
Returns
Code Samples
Check Pressed Mouse Buttons
local UserInputService = game:GetService("UserInputService")
UserInputService.InputBegan:Connect(function(input, gameProcessedEvent)
-- Return an array of the pressed mouse buttons
local buttonsPressed = UserInputService:GetMouseButtonsPressed()
local m1, m2 = false, false
for _, button in buttonsPressed do
if button.UserInputType == Enum.UserInputType.MouseButton1 then
print("MouseButton1 pressed!")
m1 = true
end
if button.UserInputType == Enum.UserInputType.MouseButton2 then
print("MouseButton2 pressed!")
m2 = true
end
if m1 and m2 then
print("Both mouse buttons pressed!")
end
end
end)

GetMouseDelta
Capabilities: Input
UserInputService:GetMouseDelta():Vector2
Returns
Code Samples
Getting Mouse Delta
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter
local function onRenderStep()
local delta = UserInputService:GetMouseDelta()
if delta ~= Vector2.new(0, 0) then
print("The mouse has moved", delta, "since the last step")
end
end
RunService:BindToRenderStep("MeasureMouseMovement", Enum.RenderPriority.Input.Value, onRenderStep)

GetMouseLocation
Capabilities: Input
UserInputService:GetMouseLocation():Vector2
Returns

GetNavigationGamepads
Capabilities: Input
UserInputService:GetNavigationGamepads():{any}
Returns

GetStringForKeyCode
Capabilities: Input
UserInputService:GetStringForKeyCode(
Parameters
keyCode:Enum.KeyCode
Default Value: "Default"
Returns

GetSupportedGamepadKeyCodes
Capabilities: Input
UserInputService:GetSupportedGamepadKeyCodes(gamepadNum:Enum.UserInputType):{any}
Parameters
Returns

GetUserCFrame
Deprecated

IsGamepadButtonDown
Capabilities: Input
UserInputService:IsGamepadButtonDown(
gamepadNum:Enum.UserInputType, gamepadKeyCode:Enum.KeyCode
Parameters
gamepadKeyCode:Enum.KeyCode
Returns

IsKeyDown
Capabilities: Input
UserInputService:IsKeyDown(keyCode:Enum.KeyCode):boolean
Parameters
keyCode:Enum.KeyCode
Returns

IsMouseButtonPressed
Capabilities: Input
UserInputService:IsMouseButtonPressed(mouseButton:Enum.UserInputType):boolean
Parameters
mouseButton:Enum.UserInputType
Returns

IsNavigationGamepad
Capabilities: Input
UserInputService:IsNavigationGamepad(gamepadEnum:Enum.UserInputType):boolean
Parameters
gamepadEnum:Enum.UserInputType
Returns

RecenterUserHeadCFrame
Capabilities: Input
UserInputService:RecenterUserHeadCFrame():()
Returns
()

SetNavigationGamepad
Capabilities: Input
UserInputService:SetNavigationGamepad(
gamepadEnum:Enum.UserInputType, enabled:boolean
):()
Parameters
gamepadEnum:Enum.UserInputType
enabled:boolean
Returns
()

Events
DeviceAccelerationChanged
Capabilities: Input
UserInputService.DeviceAccelerationChanged(acceleration:InputObject):RBXScriptSignal
Parameters
acceleration:InputObject
Code Samples
Control Players Using the Accelerometer
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local SENSITIVITY = 0.2
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local ready = true
local function changeAcceleration(acceleration)
if ready then
ready = false
local accel = acceleration.Position
if accel.Y >= SENSITIVITY then
humanoid.Jump = true
end
if accel.Z <= -SENSITIVITY then
humanoid:Move(Vector3.new(-1, 0, 0))
end
if accel.Z >= SENSITIVITY then
humanoid:Move(Vector3.new(1, 0, 0))
end
if accel.X <= -SENSITIVITY then
humanoid:Move(Vector3.new(0, 0, 1))
end
if accel.X >= SENSITIVITY then
humanoid:Move(Vector3.new(0, 0, -1))
end
task.wait(1)
ready = true
end
end
if UserInputService.AccelerometerEnabled then
UserInputService.DeviceAccelerationChanged:Connect(changeAcceleration)
end

DeviceGravityChanged
Capabilities: Input
UserInputService.DeviceGravityChanged(gravity:InputObject):RBXScriptSignal
Parameters
gravity:InputObject
Code Samples
Move a Ball using the Accelerometer
local Workspace = game:GetService("Workspace")
local UserInputService = game:GetService("UserInputService")
local ball = script.Parent:WaitForChild("Ball")
local mass = ball:GetMass()
local gravityForce = ball:WaitForChild("GravityForce")
local function moveBall(gravity)
gravityForce.Force = gravity.Position * Workspace.Gravity * mass
end
if UserInputService.AccelerometerEnabled then
UserInputService.DeviceGravityChanged:Connect(moveBall)
end

DeviceRotationChanged
Capabilities: Input
UserInputService.DeviceRotationChanged(
rotation:InputObject, cframe:CFrame
Parameters
rotation:InputObject
cframe:CFrame

GamepadConnected
Capabilities: Input
UserInputService.GamepadConnected(gamepadNum:Enum.UserInputType):RBXScriptSignal
Parameters

GamepadDisconnected
Capabilities: Input
UserInputService.GamepadDisconnected(gamepadNum:Enum.UserInputType):RBXScriptSignal
Parameters

InputBegan
Capabilities: Input
UserInputService.InputBegan(
input:InputObject, gameProcessedEvent:boolean
Parameters
gameProcessedEvent:boolean

InputChanged
Capabilities: Input
UserInputService.InputChanged(
input:InputObject, gameProcessedEvent:boolean
Parameters
gameProcessedEvent:boolean

InputEnded
Capabilities: Input
UserInputService.InputEnded(
input:InputObject, gameProcessedEvent:boolean
Parameters
gameProcessedEvent:boolean

JumpRequest
Capabilities: Input
UserInputService.JumpRequest():RBXScriptSignal
Code Samples
Disable Default Jumping
local UserInputService = game:GetService("UserInputService")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false)
local processJumpRequest = false
local COOLDOWN_TIME = 0.5
local function jumpRequest()
if processJumpRequest == false then
processJumpRequest = true
-- Process custom jump request
print("Jump requested!")
-- Reset debounce variable after cooldown
task.wait(COOLDOWN_TIME)
processJumpRequest = false
end
end
UserInputService.JumpRequest:Connect(jumpRequest)

LastInputTypeChanged
Capabilities: Input
UserInputService.LastInputTypeChanged(lastInputType:Enum.UserInputType):RBXScriptSignal
Parameters
lastInputType:Enum.UserInputType

PointerAction
Capabilities: Input
UserInputService.PointerAction(
wheel:number, pan:Vector2, pinch:number, gameProcessedEvent:boolean
Parameters
wheel:number
pinch:number
gameProcessedEvent:boolean

TextBoxFocused
Capabilities: Input
UserInputService.TextBoxFocused(textboxFocused:TextBox):RBXScriptSignal
Parameters
textboxFocused:TextBox
Code Samples
TextBox Modification on Focused and FocusReleased
local UserInputService = game:GetService("UserInputService")
local function textBoxFocused(textBox)
textBox.BackgroundTransparency = 0
end
local function textBoxFocusReleased(textBox)
textBox.BackgroundTransparency = 0.5
end
UserInputService.TextBoxFocused:Connect(textBoxFocused)
UserInputService.TextBoxFocusReleased:Connect(textBoxFocusReleased)

TextBoxFocusReleased
Capabilities: Input
UserInputService.TextBoxFocusReleased(textboxReleased:TextBox):RBXScriptSignal
Parameters
textboxReleased:TextBox
Code Samples
TextBox Modification on Focused and FocusReleased
local UserInputService = game:GetService("UserInputService")
local function textBoxFocused(textBox)
textBox.BackgroundTransparency = 0
end
local function textBoxFocusReleased(textBox)
textBox.BackgroundTransparency = 0.5
end
UserInputService.TextBoxFocused:Connect(textBoxFocused)
UserInputService.TextBoxFocusReleased:Connect(textBoxFocusReleased)

TouchDrag
Capabilities: Input
UserInputService.TouchDrag(
dragDirection:Enum.SwipeDirection, numberOfTouches:number, gameProcessedEvent:boolean
Parameters
dragDirection:Enum.SwipeDirection
numberOfTouches:number
gameProcessedEvent:boolean

TouchEnded
Capabilities: Input
UserInputService.TouchEnded(
touch:InputObject, gameProcessedEvent:boolean
Parameters
gameProcessedEvent:boolean

TouchLongPress
Capabilities: Input
UserInputService.TouchLongPress(
touchPositions:{any}, state:Enum.UserInputState, gameProcessedEvent:boolean
Parameters
touchPositions:{any}
gameProcessedEvent:boolean

TouchMoved
Capabilities: Input
UserInputService.TouchMoved(
touch:InputObject, gameProcessedEvent:boolean
Parameters
gameProcessedEvent:boolean

TouchPan
Capabilities: Input
UserInputService.TouchPan(
touchPositions:{any}, totalTranslation:Vector2, velocity:Vector2, state:Enum.UserInputState, gameProcessedEvent:boolean
Parameters
touchPositions:{any}
totalTranslation:Vector2
velocity:Vector2
gameProcessedEvent:boolean

TouchPinch
Capabilities: Input
UserInputService.TouchPinch(
touchPositions:{any}, scale:number, velocity:number, state:Enum.UserInputState, gameProcessedEvent:boolean
Parameters
touchPositions:{any}
scale:number
velocity:number
gameProcessedEvent:boolean

TouchRotate
Capabilities: Input
UserInputService.TouchRotate(
touchPositions:{any}, rotation:number, velocity:number, state:Enum.UserInputState, gameProcessedEvent:boolean
Parameters
touchPositions:{any}
rotation:number
velocity:number
gameProcessedEvent:boolean

TouchStarted
Capabilities: Input
UserInputService.TouchStarted(
touch:InputObject, gameProcessedEvent:boolean
Parameters
gameProcessedEvent:boolean

TouchSwipe
Capabilities: Input
UserInputService.TouchSwipe(
swipeDirection:Enum.SwipeDirection, numberOfTouches:number, gameProcessedEvent:boolean
Parameters
swipeDirection:Enum.SwipeDirection
numberOfTouches:number
gameProcessedEvent:boolean

TouchTap
Capabilities: Input
UserInputService.TouchTap(
touchPositions:{any}, gameProcessedEvent:boolean
Parameters
touchPositions:{any}
gameProcessedEvent:boolean

TouchTapInWorld
Capabilities: Input
UserInputService.TouchTapInWorld(
position:Vector2, processedByUI:boolean
Parameters
position:Vector2
processedByUI:boolean

UserCFrameChanged
Deprecated

WindowFocused
Capabilities: Input
UserInputService.WindowFocused():RBXScriptSignal

WindowFocusReleased
Capabilities: Input
UserInputService.WindowFocusReleased():RBXScriptSignal
Code Samples
Window Focus Away Script (LocalScript)
local UserInputService = game:GetService("UserInputService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local awayEvent = ReplicatedStorage:WaitForChild("AwayEvent")
local function focusGained()
awayEvent:FireServer(false)
end
local function focusReleased()
awayEvent:FireServer(true)
end
UserInputService.WindowFocused:Connect(focusGained)
UserInputService.WindowFocusReleased:Connect(focusReleased)
Window Focus Away Script (Script)
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local awayEvent = Instance.new("RemoteEvent")
awayEvent.Name = "AwayEvent"
awayEvent.Parent = ReplicatedStorage
local function manageForceField(player, away)
if away then
local forceField = Instance.new("ForceField")
forceField.Parent = player.Character
else
local forceField = player.Character:FindFirstChildOfClass("ForceField")
if forceField then
forceField:Destroy()
end
end
end
awayEvent.OnServerEvent:Connect(manageForceField)

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