InputObject

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Not Creatable

An InputObject represents a single user input, such as mouse movement, touches, key presses and more. It is created when an input begins.

The properties of this object vary according the UserInputType. Each kind of input will undergo various changes to its UserInputState. During the lifetime of an input, other properties which further describe the input may change, such as Position and Delta. Keyboard and gamepad button presses will have the KeyCode property set.

Once created at the beginning of an input, the same object persists and is updated until the input ends. As a result, you can track the object's changes using the Changed event as the user changes the input in question. You can also place these objects into a list of active inputs track and interact with the object after it's creation by an event such as UserInputService.InputBegan. This is mostly useful for touch events, as each touch point will have a separate InputObject.

See also UserInputService whose events and functions often use InputObject, and GuiObject whose events related to user input use InputObject.

Summary

Properties

Methods

Properties

Delta

Read Parallel

A Vector3 describing the delta (change) between input movements.

This is useful when used with the input's Position to track the position and movement of the user's input, such as when you're creating custom movement or camera scripts. Consider tracking input object changes using the Object.Changed event or when user input changes via events such as UserInputService.InputChanged and GuiObject.InputChanged.

Note that an InputObject corresponding to Enum.UserInputType.MouseButton1 (left click) and Enum.UserInputType.MouseButton2 (right click) supplied from an InputBegan callback will not have its Delta or Position updated once created, except for when the mouse input ends. In order to get updated deltas for mouse inputs, you must instead reference an InputObject from an InputChanged callback, or call GetMouseDelta(). However, any InputObjects corresponding to touch inputs will have their delta and position updated every frame throughout their lifetime.

Read Parallel

Contains a Enum.KeyCode enum that describes what kind of input was used. For types of input like keyboard, this describes what key was pressed. For inputs like the mouse, this provides no additional information.

Position

Read Parallel

A Vector3 describing the positional value of this input.

For mouse and touch input, this is the screen position of the mouse/touch, described in the X and Y components. The inset applied to GUI elements (such as from the top bar) is accounted for in the position. For the mouse wheel input, the Z component describes whether the wheel was moved forward (1), backwards (-1), or not at all (0).

Note that an InputObject corresponding to Enum.UserInputType.MouseButton1 (left click) and Enum.UserInputType.MouseButton2 (right click) supplied from an InputBegan callback will not have its Delta or Position updated once created, except for when the mouse input ends. In order to get updated positions for mouse inputs, you must instead reference an InputObject from an InputChanged callback, or call GetMouseLocation(). However, any InputObjects corresponding to touch inputs will have their delta and position updated every frame throughout their lifetime.

UserInputState

Read Parallel

This property describes the state of an input being performed, following a specific flow depending on the UserInputType. It uses the enum of the same name, Enum.UserInputState.

UserInputType

Read Parallel

This property describes the kind of input this InputObject represents, such as mouse, keyboard, touch, or gamepad input. It uses the enum of the same name, Enum.UserInputType.

Methods

IsModifierKeyDown

Returns true if the passed in modifierKey such as Shift is being held down.

Parameters

modifierKey: Enum.ModifierKey
Default Value: ""

Returns

true if the passed in modifierKey is being held down; false otherwise.

Events