Roblox UtilitiesDevlHub Roblox Documentation

Class

InputObject

NotCreatable
Inherits
Instance › Object
Memory category
Instances

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#

DeltaVector3A Vector3 describing the delta between input movements.ReadSafe
KeyCodeKeyCodeContains an Enum that describes the kind of input used.ReadSafe
PositionVector3A Vector3 describing the positional value of this input.ReadSafe
UserInputStateUserInputStateDescribes the state of an input being performed, following a specific flow depending on the UserInputType.ReadSafe
UserInputTypeUserInputTypeDescribes 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#

IsModifierKeyDownReturns 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.

NameTypeDefaultDescription
modifierKeyModifierKeyThe ModifierKey to check.
Returns
  • boolean — true if the passed in modifierKey is being held down; false otherwise.

Inherited members#

Inherited from Instance 58
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed