UserInputService

Show Deprecated
Not Creatable
Service
Not Replicated

UserInputService is primarily used to detect the input types available on a user's device, as well as detect input events. It allows you to perform different actions depending on the device and, in turn, provide the best experience for the end user.

As this service is intended for client-side usage only, its properties, methods, and events can only be used in a LocalScript, a ModuleScript required by a LocalScript, or a Script with RunContext set to Enum.RunContext.Client.

Summary

Properties

Methods

Events

Properties

AccelerometerEnabled

Read Only
Not Replicated
Read Parallel

This property describes whether the user's device has an accelerometer, a component found in most mobile devices that measures acceleration (change in speed).

If the device has an enabled accelerometer, you can get its current acceleration by using the GetDeviceAcceleration() method or track when the device's acceleration changes through the DeviceAccelerationChanged event.

Code Samples

This code adds a force on a part so that it falls in the direction of actual gravity relative to the user's device. In order for this example to work as expected, it must be placed in a LocalScript and the user's device must have an accelerometer.

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

This property describes whether the user's device has an available gamepad. If true, you can use gamepad‑related methods such as GetConnectedGamepads().

For seamless cross-platform compatibility on mixed-input devices, see PreferredInput which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.

GyroscopeEnabled

Read Only
Not Replicated
Read Parallel

This property describes whether the user's device has a gyroscope, a component found in most mobile devices that detects orientation and rotational speed.

If the device has a gyroscope, you can incorporate it into your experience using the GetDeviceRotation() method or track when the device's rotation changes through the DeviceRotationChanged event.

KeyboardEnabled

Read Only
Not Replicated
Read Parallel

This property describes whether the user's device has a keyboard available. If true, you can use key‑related methods such as IsKeyDown() or GetKeysPressed().

For seamless cross-platform compatibility on mixed-input devices, see PreferredInput which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.

MouseBehavior

Read Parallel

This property sets how the user's mouse behaves based on the Enum.MouseBehavior enum. It can be set to three values:

The value of this property does not affect the sensitivity of events tracking mouse movement. For example, GetMouseDelta returns the same Vector2 screen position in pixels regardless of whether the mouse is locked or able to move freely around the user's screen. As a result, default scripts like those controlling the camera are not impacted by this property.

This property is overridden if a GuiButton with Modal enabled is Visible unless the player's right mouse button is down.

Note that if the mouse is locked, InputChanged will still fire when the player moves the mouse and will pass in the delta that the mouse attempted to move by. Additionally, if the player is kicked from the experience, the mouse will be forcefully unlocked.

MouseDeltaSensitivity

Not Replicated
Read Parallel

This property determines the sensitivity of the user's Mouse. It can be used to adjust the sensitivity of events tracking mouse movement, such as GetMouseDelta().

This property does not affect the movement of the mouse icon, nor the camera sensitivity that the user has selected for their client.

This property has a maximum value of 10 and a minimum value of 0. When sensitivity is 0, events that track the mouse's movement will still fire but all parameters and properties indicating the change in mouse position will return 0.

MouseEnabled

Read Only
Not Replicated
Read Parallel

This property describes whether the user's device has a mouse available. If true, you can use mouse‑related methods such as GetMouseLocation().

For seamless cross-platform compatibility on mixed-input devices, see PreferredInput which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.

MouseIcon

ContentId
Read Parallel

This property determines the content ID of the image for the user's mouse icon. If blank, a default arrow pointer is used. While the cursor hovers over certain UI objects such as an ImageButton, TextButton, TextBox, or ProximityPrompt, this image will be overridden and temporarily ignored.

To hide the cursor entirely, do not use a transparent image; instead, set MouseIconEnabled to false.

Code Samples

This example changes the user mouse icon to look like a dragon image.

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

This property determines whether the mouse icon is visible.

OnScreenKeyboardPosition

Read Only
Not Replicated
Read Parallel

This property describes the position of the on-screen keyboard in pixels. The keyboard's position is Vector2.new(0, 0) when it is not visible.

See also OnScreenKeyboardVisible and OnScreenKeyboardSize.

OnScreenKeyboardSize

Read Only
Not Replicated
Read Parallel

This property describes the size of the on-screen keyboard in pixels. The keyboard's size is Vector2.new(0, 0) when it is not visible.

See also OnScreenKeyboardVisible and OnScreenKeyboardPosition.

OnScreenKeyboardVisible

Read Only
Not Replicated
Read Parallel

This property describes whether an on-screen keyboard is currently visible on the user's screen.

See also OnScreenKeyboardSize and OnScreenKeyboardPosition.

PreferredInput

Read Only
Not Replicated
Read Parallel

This read-only property lets you query the primary input type a player is likely using, based on anticipated user behavior, to ensure UI elements like on‑screen buttons and menus work elegantly across devices. For example, a touch‑enabled device assumes touch is the default input and that touch buttons may appear for actions, but if a player connects an additional bluetooth keyboard/mouse or gamepad, you can assume they want to switch to that as the primary input type and possibly use touch as a backup input for on‑screen UI.

The behavior of PreferredInput is summarized in the following table. Its value changes based on the value of legacy UserInputService properties such as KeyboardEnabled, GamepadEnabled, and TouchEnabled, as well as the player's most recent interaction with a connected gamepad or keyboard/mouse.

KeyboardEnabled;
GamepadEnabled;
TouchEnabled
Most Recent InteractionPreferredInputExample
falsefalsetrue(don't care)Touch
truefalse;  (don't care)(don't care)KeyboardAndMouse
falsetrue;  (don't care)(don't care)Gamepad
truetrue;  (don't care)Keyboard or MouseKeyboardAndMouse
truetrue;  (don't care)GamepadGamepad
⒜ Phone with no other connected input devices; no possibility of an input type change
⒝ Mobile device with bluetooth keyboard and mouse connected, but no connected gamepad
⒞ Tablet with a gamepad connected, but no connected mouse/keyboard
⒟ Xbox or PlayStation with a bluetooth keyboard/mouse connected, and keyboard or mouse most recently interacted with
⒠ Windows or Mac with a gamepad connected, and gamepad most recently interacted with

Code Samples

The following LocalScript is a template for initially detecting the preferred input and responding to changes during gameplay.

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

This property describes whether the user's device has a touch screen available. If true, you can use touch‑related events such as TouchStarted and TouchMoved.

For seamless cross-platform compatibility on mixed-input devices, see PreferredInput which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.

VREnabled

Read Only
Not Replicated
Read Parallel

This property describes whether the user is using a virtual reality (VR) device. If true, you can use VR‑related properties, methods, and events in VRService.

Methods

GamepadSupports

This method returns whether the given Enum.UserInputType gamepad supports a button corresponding with the given Enum.KeyCode.

Parameters

gamepadNum: Enum.UserInputType

The Enum.UserInputType of the gamepad.

Default Value: ""
gamepadKeyCode: Enum.KeyCode

The Enum.KeyCode of the button in question.

Default Value: ""

Returns

Whether the given gamepad supports a button corresponding with the given Enum.KeyCode.

GetConnectedGamepads

This method returns an array of Enum.UserInputType gamepads currently connected. If no gamepads are connected, the array will be empty.

Alternatively to detecting all gamepads, the PreferredInput property can be used to more accurately reflect which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.


Returns

An array of UserInputTypes corresponding with the gamepads connected to the user's device.

GetDeviceAcceleration

This method returns an InputObject that describes the device's current acceleration. For this to function, the user's device must have an enabled accelerometer as queried through the AccelerometerEnabled property.

To track when the device's acceleration changes, use the DeviceAccelerationChanged event.


Returns

Code Samples

This example checks if a user's device has an enabled accelerometer and, if true, it outputs the current acceleration.

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

This method returns an InputObject describing the device's current gravity vector. The vector is determined by the device's orientation relative to the real-world force of gravity. For example:

Gravity is only tracked for devices with an enabled gyroscope as queried through GyroscopeEnabled.

To track when the device's gravity changes, use the DeviceGravityChanged event.


Returns

Code Samples

This example implements a level where the bubble will move along the X and Z axes depending on the device's current gryoscope position.

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

This method returns an InputObject and a CFrame describing the device's current rotation vector.

Device rotation is only tracked for devices with an enabled gyroscope as queried through GyroscopeEnabled.


Returns

A tuple containing two properties: The delta describing the amount of rotation that last happened, and the CFrame of the device's current rotation relative to its default reference frame.

Code Samples

This example checks if a user's device has an enabled gyroscope and, if true, it outputs the device's current CFrame.

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

This method returns the TextBox the client is currently focused on. A TextBox can be manually selected by the user, or selection can be forced using the TextBox:CaptureFocus() method. If no TextBox is selected, this method will return nil.


Returns

GetGamepadConnected

This method returns whether a gamepad with the given Enum.UserInputType is connected.

Alternatively to detecting a specific gamepad by Enum.UserInputType, the PreferredInput property can be used to more accurately reflect which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.

Parameters

gamepadNum: Enum.UserInputType

The Enum.UserInputType of the gamepad in question.

Default Value: ""

Returns

Whether a gamepad associated with Enum.UserInputType is connected.

GetGamepadState

This method returns an array of InputObjects for all available inputs on the given Enum.UserInputType gamepad, representing each input's last input state.

Parameters

gamepadNum: Enum.UserInputType

The Enum.UserInputType corresponding with the gamepad in question.

Default Value: ""

Returns

An array of InputObjects representing the current state of all available inputs for the given gamepad.

GetImageForKeyCode

ContentId

This method takes the requested Enum.KeyCode and returns the associated image for the currently connected gamepad device (limited to Xbox, PlayStation, and Windows). This means that if the connected controller is an Xbox One controller, the user sees Xbox assets. Similarly, if the connected device is a PlayStation controller, the user sees PlayStation assets. If you want to use custom assets, see GetStringForKeyCode().

Parameters

keyCode: Enum.KeyCode

The Enum.KeyCode for which to fetch the associated image.

Default Value: ""

Returns

ContentId

The returned image asset ID.

Code Samples

This API returns the requested image for the given Enum.KeyCode.

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

This method returns an array of InputObjects associated with the keys currently being pressed down. The array can be iterated through to determine which keys are currently being pressed, using the InputObject.KeyCode names or values.

To check if a specific key is being pressed, use IsKeyDown().


Returns

An array of InputObjects associated with the keys currently being pressed.

GetLastInputType

This method returns the Enum.UserInputType associated with the user's most recent input. For example, if the user's previous input had been pressing the A key, the returned Enum.UserInputType value would be Keyboard.

For seamless cross-platform compatibility on mixed-input devices, see PreferredInput which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input. GetLastInputType() remains for advanced workflows or control schemes that rely on detecting and responding to the player's specific most recent Enum.UserInputType.


Returns

The Enum.UserInputType associated with the user's most recent input.

Code Samples

This example gets the last Enum.UserInputType and outputs if it was keyboard input.

Detect Last Input Type

local UserInputService = game:GetService("UserInputService")
if UserInputService:GetLastInputType() == Enum.UserInputType.Keyboard then
print("Most recent input was keyboard!")
end

GetMouseButtonsPressed

This method returns an array of InputObjects associated with the mouse buttons currently being held down. The array can be iterated through to determine which buttons are currently being held, using the InputObject.KeyCode names or values.

Mouse buttons that are tracked by this method include MouseButton1 (left), MouseButton2 (right), and MouseButton3 (middle).

If the user is not pressing any mouse button down when the method is called, it will return an empty array.


Returns

An array of InputObjects corresponding to the mouse buttons currently being currently held down.

Code Samples

This example checks if the user pressed MouseButton1 (left), MouseButton2 (right), or both mouse buttons. This can be extended to behave differently depending on which mouse buttons are pressed, including MouseButton3 (middle).

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

This method returns the change, in pixels, of the position of the player's Mouse in the last rendered frame, only if the mouse has been locked using the MouseBehavior property; otherwise the returned Vector2 values will be 0.

The sensitivity of the mouse, determined in the client's settings and MouseDeltaSensitivity, will influence the result.


Returns

Change in movement of the mouse.

Code Samples

The following example measures any mouse movement in pixels from the last render step to the current render step. If the user has set their camera sensitivity to be higher or lower than 1 in the experience's menu, it will affect the returned value.

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

This method returns a Vector2 representing the current screen location of the player's Mouse in pixels relative to the top‑left corner. This does not account for the Enum.ScreenInsets; to get the top‑left and bottom‑right insets, call GuiService:GetGuiInset().

If the location of the mouse pointer is offscreen or the player's device does not have a mouse, the returned value will be undetermined.


Returns

A Vector2 representing the current screen location of the mouse, in pixels.

GetNavigationGamepads

This method returns an array of gamepads that are connected and enabled for GuiObject navigation, but does not influence navigation controls. This list is in descending order of priority, meaning it can be iterated over to determine which gamepad should have navigation control.

See also SetNavigationGamepad(), IsNavigationGamepad(), and GetConnectedGamepads().


Returns

An array of UserInputTypes that can be used for navigation, in descending order of priority.

GetStringForKeyCode

This method returns a string representing a key the user should press in order to input a given Enum.KeyCode, keeping in mind their keyboard layout. For key codes that require some modifier to be held, this method returns the key to be pressed in addition to the modifier. See the examples below for further explanation.

When using Roblox with a non‑QWERTY keyboard layout, key codes are mapped to equivalent QWERTY positions. For example, pressing A on an AZERTY keyboard results in Enum.KeyCode.Q, potentially leading to mismatched information on experience UI elements. This method solves the issue by providing the actual key to be pressed while using non‑QWERTY keyboard layouts.

KeyCodeQWERTY ReturnAZERTY Return
Enum.KeyCode.QQA
Enum.KeyCode.WWZ
Enum.KeyCode.Equals==
Enum.KeyCode.At2 because @ is typed with Shift2É

Gamepad Usage

GetStringForKeyCode() returns the string mapping for the Enum.KeyCode for the most recently connected gamepad. If the connected controller is not supported, the method returns the default string conversion for the requested key code.

The following example shows how you can map custom assets for ButtonA:


local UserInputService = game:GetService("UserInputService")
local imageLabel = script.Parent
local key = Enum.KeyCode.ButtonA
local mappings = {
ButtonA = "rbxasset://BUTTON_A_ASSET", -- Replace with the desired ButtonA asset
ButtonCross = "rbxasset://BUTTON_CROSS_ASSET" -- Replace with the desired ButtonCross asset
}
local mappedKey = UserInputService:GetStringForKeyCode(key)
local image = mappings[mappedKey]
imageLabel.Image = image

Gamepad Mappings

The directional pad key codes do not have any differences based on device. Enum.KeyCode.ButtonSelect has slightly different behavior in some cases. Use both PlayStation mappings to ensure users see the correct buttons.

KeyCodePlayStation Return ValueXbox Return Value
Enum.KeyCode.ButtonAButtonCrossButtonA
Enum.KeyCode.ButtonBButtonCircleButtonB
Enum.KeyCode.ButtonXButtonSquareButtonX
Enum.KeyCode.ButtonYButtonTriangleButtonY
Enum.KeyCode.ButtonL1ButtonL1ButtonLB
Enum.KeyCode.ButtonL2ButtonL2ButtonLT
Enum.KeyCode.ButtonL3ButtonL3ButtonLS
Enum.KeyCode.ButtonR1ButtonR1ButtonRB
Enum.KeyCode.ButtonR2ButtonR2ButtonRT
Enum.KeyCode.ButtonR3ButtonR3ButtonRS
Enum.KeyCode.ButtonStartButtonOptionsButtonStart
Enum.KeyCode.ButtonSelectButtonTouchpad and ButtonShareButtonSelect

Legacy System Images

When using a Enum.KeyCode that may be better represented as an image, such as for an ImageLabel in a user interface, you can use the following legacy icons. However, it's recommended that you use GetImageForKeyCode() as a more modern, cross‑platform method to retrieve Xbox and PlayStation controller icons.

KeyCodeAsset ID
Enum.KeyCode.ButtonXrbxasset://textures/ui/Controls/xboxX.png
Enum.KeyCode.ButtonYrbxasset://textures/ui/Controls/xboxY.png
Enum.KeyCode.ButtonArbxasset://textures/ui/Controls/xboxA.png
Enum.KeyCode.ButtonBrbxasset://textures/ui/Controls/xboxB.png
Enum.KeyCode.DPadLeftrbxasset://textures/ui/Controls/dpadLeft.png
Enum.KeyCode.DPadRightrbxasset://textures/ui/Controls/dpadRight.png
Enum.KeyCode.DPadUprbxasset://textures/ui/Controls/dpadUp.png
Enum.KeyCode.DPadDownrbxasset://textures/ui/Controls/dpadDown.png
Enum.KeyCode.ButtonSelectrbxasset://textures/ui/Controls/xboxView.png
Enum.KeyCode.ButtonStartrbxasset://textures/ui/Controls/xboxmenu.png
Enum.KeyCode.ButtonL1rbxasset://textures/ui/Controls/xboxLB.png
Enum.KeyCode.ButtonR1rbxasset://textures/ui/Controls/xboxRB.png
Enum.KeyCode.ButtonL2rbxasset://textures/ui/Controls/xboxLT.png
Enum.KeyCode.ButtonR2rbxasset://textures/ui/Controls/xboxRT.png
Enum.KeyCode.ButtonL3rbxasset://textures/ui/Controls/xboxLS.png
Enum.KeyCode.ButtonR3rbxasset://textures/ui/Controls/xboxRS.png
Enum.KeyCode.Thumbstick1rbxasset://textures/ui/Controls/xboxLSDirectional.png
Enum.KeyCode.Thumbstick2rbxasset://textures/ui/Controls/xboxRSDirectional.png
Enum.KeyCode.Backspacerbxasset://textures/ui/Controls/backspace.png
Enum.KeyCode.Returnrbxasset://textures/ui/Controls/return.png
Enum.KeyCode.LeftShiftrbxasset://textures/ui/Controls/shift.png
Enum.KeyCode.RightShiftrbxasset://textures/ui/Controls/shift.png
Enum.KeyCode.Tabrbxasset://textures/ui/Controls/tab.png
Enum.KeyCode.Quoterbxasset://textures/ui/Controls/apostrophe.png
Enum.KeyCode.Commarbxasset://textures/ui/Controls/comma.png
Enum.KeyCode.Backquoterbxasset://textures/ui/Controls/graveaccent.png
Enum.KeyCode.Periodrbxasset://textures/ui/Controls/period.png
Enum.KeyCode.Spacerbxasset://textures/ui/Controls/spacebar.png

Parameters

keyCode: Enum.KeyCode
Default Value: ""

Returns

GetSupportedGamepadKeyCodes

This method returns an array of KeyCodes that the gamepad associated with the given Enum.UserInputType supports. If called on a non‑connected gamepad, returns an empty array.

To determine if a specific Enum.KeyCode is supported, use GamepadSupports().

Parameters

gamepadNum: Enum.UserInputType

The Enum.UserInputType of the gamepad.

Default Value: ""

Returns

An array of KeyCodes supported by the given gamepad.

IsGamepadButtonDown

This method returns true if a particular button is pressed on a gamepad, otherwise returns false.

See also InputBinding as a way to hook gamepad and other input interactions to InputActions.

Parameters

gamepadNum: Enum.UserInputType

The Enum.UserInputType of the given gamepad.

Default Value: ""
gamepadKeyCode: Enum.KeyCode

The Enum.KeyCode of the specified gamepad button.

Default Value: ""

Returns

Whether the specified button on the given gamepad is pressed is pressed.

IsKeyDown

This method returns true if a particular key is pressed on a keyboard, otherwise returns false.

See also InputBinding as a way to hook key and other input interactions to InputActions.

Parameters

keyCode: Enum.KeyCode

The Enum.KeyCode of the key.

Default Value: ""

Returns

Whether the specified key is being held down.

IsMouseButtonPressed

This method returns true if a particular mouse button is pressed, otherwise returns false.

See also InputBinding as a way to hook mouse button and other input interactions to InputActions.

Parameters

mouseButton: Enum.UserInputType

The Enum.UserInputType of the mouse button.

Default Value: ""

Returns

Whether the given mouse button is currently held down.

IsNavigationGamepad

This method returns true if the specified gamepad is allowed to control navigation and selection GuiObjects.

Use SetNavigationGamepad() to set a navigation gamepad, or GetNavigationGamepads() to get a list of all navigation gamepads.

Parameters

gamepadEnum: Enum.UserInputType

The Enum.UserInputType of the specified gamepad.

Default Value: ""

Returns

Whether the specified gamepad is a navigation gamepad.

RecenterUserHeadCFrame

()

This method recenters the CFrame of the VR headset to the current orientation of the headset worn by the user. This means that the headset's current orientation is set to CFrame.new().

This method behaves identically to the VRService method RecenterUserHeadCFrame().


Returns

()

SetNavigationGamepad

()

This method sets whether the specified gamepad can move the GuiObject navigator.

Use IsNavigationGamepad() to check if a specified gamepad is a set to be a navigation gamepad, or GetNavigationGamepads() to retrieve a list of all navigation gamepads.

Parameters

gamepadEnum: Enum.UserInputType

The Enum.UserInputType of the specified gamepad.

Default Value: ""
enabled: boolean

Whether the specified gamepad can move the GUI navigator.

Default Value: ""

Returns

()

Events

DeviceAccelerationChanged

This event fires when a user moves a device that has an accelerometer, a component found in most mobile devices that measures acceleration (change in speed). To determine whether a user's device has an accelerometer enabled, use AccelerometerEnabled.

This event can be used along with GetDeviceAcceleration() to determine the current movement of a user's device.

Parameters

acceleration: InputObject

An InputObject, with a UserInputType of Accelerometer and Position that shows the force of gravity on each local device axis.


Code Samples

This example uses the accelerometer to move the player character when a mobile device is accelerated. The character will move along the axis that the device was moved.

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

This event fires when the device's gravity Vector3 changes on a device that has an accelerometer. To determine whether a user's device has an accelerometer enabled, use AccelerometerEnabled.

A device's gravity vector represent the force of gravity on each of the device's X, Y, and Z axes. While gravity never changes, the force it exerts on each axis changes when the device rotates and changes orientation. The force value exerted on each axis is a unit vector ranging from -1 to 1.

If the device has an enabled accelerometer, you can use the GetDeviceGravity() method to get the current force of gravity on the user's device.

Parameters

gravity: InputObject

An InputObject with a Position property that shows the force of gravity on each local device axis. This position can be used as a direction to determine the direction of gravity relative to the device.


Code Samples

This code adds a force on a part so that it falls in the direction of actual gravity relative to the user's device. In order for this example to work as expected, it must be placed in a LocalScript and the user's device must have an accelerometer.

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

This event fires when a user rotates a device that has a gyroscope, a component found in most mobile devices that detects orientation and rotational speed. To check if a user's device has an enabled gyroscope, use GyroscopeEnabled.

To query the current device rotation, use the GetDeviceRotation() method.

Note that this event only fires when the Roblox client window is in focus. Inputs will not be captured when the window is minimized.

Parameters

rotation: InputObject

An InputObject providing info about the device's rotation. Position represents the new rotation a Vector3 positional value and Delta represents the change in rotation in a Vector3 positional value.

cframe: CFrame

A CFrame representing the device's current orientation.


GamepadConnected

This event fires when a gamepad is connected to the client. You can also use GetConnectedGamepads() to find the correct gamepad to use.

Alternatively, you can detect value changes to the PreferredInput property which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.

See also GamepadDisconnected.

Parameters

gamepadNum: Enum.UserInputType

The Enum.UserInputType of the connected gamepad.


GamepadDisconnected

This event fires when a gamepad is disconnected from the client.

Alternatively, you can detect value changes to the PreferredInput property which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.

See also GamepadConnected.

Parameters

gamepadNum: Enum.UserInputType

TheEnum.UserInputType of the disconnected gamepad.


InputBegan

This event fires when a user begins interacting with an input device such as a mouse or gamepad, such as when they first interact with a gamepad button, although it does not capture mouse wheel movements. Can be used along with InputChanged and InputEnded to track when user input begins, changes, and ends.

See also InputBinding as a way to hook input device interactions to InputActions.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

An InputObject instance containing information about the user's input.

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true.


InputChanged

This event fires when a user changes how they're interacting with an input device such as a mouse or gamepad. Can be used along with InputBegan and InputEnded to track when user input begins, changes, and ends.

See also InputBinding as a way to hook input device interactions to InputActions.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

An InputObject instance containing information about the user's input.

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true. To ignore events that are automatically handled by Roblox like scrolling in a ScrollingFrame, check that gameProcessedEvent is false.


InputEnded

This event fires when a user stops interacting with an input device such as a mouse or gamepad, such as when they release a gamepad button. Can be used along with InputBegan and InputChanged to track when user input begins, changes, and ends.

See also InputBinding as a way to hook input device interactions to InputActions.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

An InputObject instance containing information about the user input.

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true.


JumpRequest

This event fires when there is a jump request from the client, for example when the client presses the spacebar or jump button on mobile. Default behavior is to set the player's Humanoid.Jump property to true which makes the player's character jump.

Since this event fires multiple times for a single jump request, using a debounce is recommended.


Code Samples

This code sample disables default jumping for the player's character by setting the Enum.HumanoidStateType.Jumping state to false and connects the JumpRequest event for handling custom behavior upon jump request.

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

This event fires whenever the client's Enum.UserInputType is changed.

To get the value of the last input type, regardless of whether it has changed, use the GetLastInputType() method.

Parameters

lastInputType: Enum.UserInputType

A Enum.UserInputType indicating the last input type.


PointerAction

This event fires when the user performs a specific pointer action (wheel, pan, pitch).

Parameters

wheel: number
pan: Vector2
pinch: number
gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it.


TextBoxFocusReleased

This event fires when the client loses focus on a TextBox, typically when a user stops text entry by pressing Enter or clicking/touching elsewhere on the screen. Can be used alongside TextBoxFocused to track when a TextBox gains focus.

See also GetFocusedTextBox(), TextBox.Focused, and TextBox.FocusLost.

Parameters

textboxReleased: TextBox

The TextBox that lost focus.


Code Samples

This example adjusts the GuiObject.Transparency of TextBox objects when they gain/lose focus.

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)

TextBoxFocused

This event fires when the client gains focus on a TextBox, typically when a user clicks/taps it to begin inputting text. Also fires if the TextBox is focused using TextBox:CaptureFocus(). Can be used alongside TextBoxFocusReleased to track when a TextBox loses focus.

See also GetFocusedTextBox(), TextBox.Focused, and TextBox.FocusLost.

Parameters

textboxFocused: TextBox

The TextBox that gained focus.


Code Samples

This example adjusts the GuiObject.Transparency of TextBox objects when they gain/lose focus.

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

This event fires when the user drags on the screen of a TouchEnabled device.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

dragDirection: Enum.SwipeDirection

The predominant drag direction for the event (Up, Down, Left, or Right).

numberOfTouches: number

Currently only supports one touch for a value of 1.

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true.


TouchEnded

This event fires when a user releases their finger from the screen of a TouchEnabled device. Can be paired with TouchStarted to determine when a user starts and stops touching the screen.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

An InputObject instance containing information about the user's input. This is the same object throughout the lifetime of the touch, so comparing InputObjects when they are touch objects is valid to determine if it's the same finger.

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true.


TouchLongPress

This event fires when a user holds at least one finger for a short amount of time on the screen of a TouchEnabled device.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

touchPositions: Array

An array of Vector2 objects indicating the position of the fingers involved in the gesture.

The Enum.UserInputState of the gesture.

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true.


TouchMoved

This event fires when a user moves their finger on the screen of a TouchEnabled device, useful for tracking whether a user is moving their finger on the screen and where they're moving it. Can be paired with TouchStarted and TouchEnded to determine when a user starts touching the screen, how their finger moves while touching it, and when the they stop touching the screen.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

An InputObject instance containing information about the user's input. Note that its Position is a Vector3 but only includes X and Y coordinates (Z is always 0).

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true.


TouchPan

This event fires when the user drags at least one finger on the screen of a TouchEnabled device.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

touchPositions: Array

An array of Vector2s indicating the positions of the touches involved in the gesture.

totalTranslation: Vector2

The size of the pan gesture from start to end, in pixels.

velocity: Vector2

The speed of the pan gesture in pixels per second.

The Enum.UserInputState of the gesture.

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true.


TouchPinch

This event fires when a user performs a pinch gesture on the screen of a TouchEnabled device.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

touchPositions: Array

An array of Vector2s indicating the screen position, in pixels, of the fingers involved in the pinch gesture.

scale: number

The magnitude of the pinch from start to finish (in pixels) divided by the starting pinch positions.

velocity: number

The speed of the pinch gesture in pixels per second.

The Enum.UserInputState of the gesture.

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true.


TouchRotate

This event fires when a user rotates two fingers on the screen of a TouchEnabled device.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

touchPositions: Array

An array of Vector2s indicating the positions of the fingers involved in the gesture.

rotation: number

The number of degree the gesture has rotated since the start of the gesture.

velocity: number

The change in rotation (in degrees) divided by the duration of the change (in seconds).

The Enum.UserInputState of the gesture.

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true.


TouchStarted

This event fires when a user places their finger on the screen of a TouchEnabled device. Can be paired with TouchEnded to determine when a user starts and stops touching the screen.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

An InputObject instance, which contains information about the user's input. This is the same object throughout the lifetime of the touch, so comparing InputObjects when they are touch objects is valid to determine if it's the same finger.

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true.


TouchSwipe

This event fires on a TouchEnabled device when a user places their finger(s) down on the screen, pans across the screen, and lifts their finger(s) off with a certain speed of movement.

For more precise tracking of touch input movement, use TouchMoved.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

swipeDirection: Enum.SwipeDirection

An Enum.SwipeDirection indicating the direction the user swiped.

numberOfTouches: number

Number of touches involved in the swipe gesture.

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true.


TouchTap

This event fires when a user taps their finger on the screen of a TouchEnabled device, regardless of whether the user taps in the 3D world or on a GuiObject element. If you're looking for an event that only fires when the user taps in the 3D world, use TouchTapInWorld.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

touchPositions: Array

An array of Vector2 objects indicating the position of the fingers involved in the tap gesture.

gameProcessedEvent: boolean

Indicates whether the engine internally observed this input and acted on it. Generally this refers to UI processing, so if a button was touched or clicked from this input, gameProcessedEvent will be true.


TouchTapInWorld

This event fires when a user taps their finger on the screen of a TouchEnabled device and the tap location is in the 3D world rather than on a GuiObject element.

Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.

Parameters

position: Vector2

A Vector2 indicating the position of the tap.

processedByUI: boolean

Whether the user tapped a UI element.


WindowFocusReleased

This event fires when the window of the Roblox client loses focus, typically when it is minimized by the user. Can be used alongside WindowFocused to track when the client gains focus on a user's screen.


Code Samples

The purpose of this code sample is to fire a server-side RemoteEvent to indicate when the player is "away" based on their client window being minimized. When mimimized, the server creates a ForceField around the player's character to shield them from damage.

The code below should be placed in a LocalScript within StarterPlayerScripts with the intention of running it in conjunction with the server-side Script that follows it.

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)

The following Script, placed within ServerScriptService, completes the RemoteEvent connection triggered by the LocalScript above.

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)

WindowFocused

This event fires when the window of the Roblox client gains focus, typically when it is maximized or actively opened by the user. Can be used alongside WindowFocusReleased to track when the client loses focus on a user's screen.