Class
InputObject
NotCreatable
An object created when an input begins that describes a particular user input.
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.
Properties 5#
DeltaVector3 | A Vector3 describing the delta between input movements.ReadSafe |
KeyCodeKeyCode | Contains an Enum that describes the kind of input used.ReadSafe |
PositionVector3 | A Vector3 describing the positional value of this input.ReadSafe |
UserInputStateUserInputState | Describes the state of an input being performed, following a specific flow
depending on the UserInputType.ReadSafe |
UserInputTypeUserInputType | Describes the kind of input being performed (mouse, keyboard, gamepad, touch, etc.).ReadSafe |
Delta: Vector3#
ReadSafe
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
UserInputType.MouseButton1 (left click) and
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.
KeyCode: KeyCode#
ReadSafe
Contains a 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: Vector3#
ReadSafe
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 (positive number), backwards (negative number), or not at
all (0).
Note that an InputObject corresponding to
UserInputType.MouseButton1 (left click) and
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: UserInputState#
ReadSafe
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, UserInputState.
UserInputType: UserInputType#
ReadSafe
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, UserInputType.
Methods 1#
| IsModifierKeyDown | Returns whether the passed in modifier key is down. |
IsModifierKeyDown(modifierKey: ModifierKey): boolean#
Returns true if the passed in modifierKey such as
Shift is being held down.
| Name | Type | Default | Description |
|---|---|---|---|
modifierKey | ModifierKey | The ModifierKey to check. |
Returns
boolean—trueif the passed inmodifierKeyis being held down;falseotherwise.
Inherited members#
Inherited from Instance 58
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild