Class
Mouse
NotCreatable
Legacy object that contains members useful for pointer input.
Mouse has been superseded by UserInputService and
ContextActionService, which cover a broader scope, are more feature
rich, and support cross-platform patterns better. It remains supported
because of its widespread use, but you should strongly consider using these
alternatives.
The Mouse object houses various API for pointers, primarily for buttons
and raycasting. It can be accessed through Player:GetMouse() called on
the Players.LocalPlayer in a LocalScript. It is also passed by
the Tool.Equipped event.
- It is most notable for the
Iconproperty, which changes the cursor's appearance. - It continually raycasts the screen mouse position into the 3D world using
the
TargetFilterproperty, storing the results of the raycast in theHit,Target, andTargetSurfaceproperties. These can be useful for simple cases, butWorldRoot:Raycast()should be used in more complicated raycasting scenarios. Pluginscan usePlugin:GetMouse()to get aPluginMouse, which behaves similarly.
-- From a LocalScript:
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local mouse = player:GetMouse()
-- Setting the mouse icon
mouse.Icon = "rbxasset://SystemCursors/Wait"Note:
This object does not control/restrict pointer movement. For this, see
UserInputService.MouseBehaviorandUserInputService.MouseDeltaSensitivity.If two functions are connected to same input event, such as
Button1Down, both functions will run when the event fires. There is no concept of sinking/passing input, as events don't support this behavior. However,ContextActionServicedoes have this behavior throughBindAction.While a mouse may not be available on all platforms, Mouse will still function on mobile (touch) and console (gamepad), which don't typically have mice or pointer hardware. For explicit cross-platform behaviors, use
UserInputServiceandContextActionService.See Input and Camera for more information on customizing inputs in your experience.
Properties 14#
HitCFrame | The CFrame of the mouse's position in 3D space.ReadSafeReadOnlyNotReplicated |
hitCFrame | ReadSafeDeprecatedHiddenReadOnlyNotReplicated |
IconContentId | The content ID of the image used as the Mouse icon.ReadSafe |
IconContentContent | The content of the image used as the Mouse icon. Only supports
asset URIs.ReadSafe |
OriginCFrame | A CFrame positioned at the Workspace.CurrentCamera and
oriented toward the mouse's 3D position.ReadSafeReadOnlyNotReplicated |
TargetBasePart | The object in 3D space the mouse is pointing to.ReadSafeReadOnlyNotReplicated |
targetBasePart | ReadSafeDeprecatedReadOnlyNotReplicated |
TargetFilterInstance | Determines an object (and its descendants) to be ignored when determining
Mouse.Hit and Mouse.Target.ReadSafe |
TargetSurfaceNormalId | Indicates the NormalId of the BasePart surface at which the
mouse is pointing.ReadSafeReadOnlyNotReplicated |
UnitRayRay | A Ray directed towards the mouse's world position, originating
from the Workspace.CurrentCamera world position.ReadSafeReadOnlyNotReplicated |
ViewSizeXint | Describes the width of the game window in pixels.ReadSafeReadOnlyNotReplicated |
ViewSizeYint | Describes the height of the game window in pixels.ReadSafeReadOnlyNotReplicated |
Xint | Describes the X (horizontal) component of the mouse's position on the screen.ReadSafeReadOnlyNotReplicated |
Yint | Describes the Y (vertical) component of the mouse's screen position.ReadSafeReadOnlyNotReplicated |
Hit: CFrame#
ReadOnlyNotReplicatedReadSafe
This property indicates CFrame of the mouse's position in 3D
space. Note that Mouse.TargetFilter and its descendants will be
ignored.
Developers can get obtain the position of Hit like so:
local position = mouse.Hit.PositionHit is often used by Tools to fire a weapon towards the mouse
in third person.
Developers looking for the BasePart the mouse is pointing at
should use Mouse.Target.
How is Mouse.Hit calculated?#
The position of the Hit CFrame is calculated as the point of intersection
between the mouse's internal Ray (an extended version of
Mouse.UnitRay) and an object in 3D space (such as a part).
The orientation of the Hit CFrame corresponds with the direction of the
Mouse.UnitRay.
local unitRayDirection = mouse.UnitRay.Direction
local mouseHitDirection = mouse.Hit.lookVector
-- unitRayDirection ≈ mouseHitDirection
-- the vectors are approximately equalNote, the roll of the Workspace.CurrentCamera is not used when
calculating the orientation of the Hit CFrame.
The mouse's internal ray extends for 1,000 studs. If the mouse is not
pointing at an object in 3D space (for example when pointing at the sky),
this property will be 1,000 studs away from the
Workspace.CurrentCamera.
hit: CFrame#
HiddenReadOnlyNotReplicatedDeprecatedReadSafeDeprecated
Deprecated. This property is a deprecated variant of Mouse.Hit which should be
used instead.
Icon: ContentId#
ReadSafe
Icon is a property that determines the image used as the pointer. If
blank, a default arrow is used. While the cursor hovers over a
GuiButton, this property is temporarily ignored.
To hide the cursor entirely, do not use a transparent image –
instead, set UserInputService.MouseIconEnabled to false.
For getting/setting the user mouse icon in experiences, you should use
UserInputService.MouseIcon. Mouse.Icon will be deprecated
after the new API for plugins to set the mouse cursor is released.
Designing a Cursor#
The following guidelines may prove useful when creating your own mouse cursors:
- The dimensions of the image used determines the size of the cursor.
- The dimensions of the image should not exceed 256 pixels on any axis.
- The center of the image is where mouse inputs are issued.
- The default mouse image is 64x64 pixels, with the mouse taking up 17x24 pixels of space.
System Cursors#
When using a PluginMouse retrieved from Plugin:GetMouse(),
you can use the following icons similar to your system's default cursors,
such as hands, arrows, I-beams, etc. You can use these with GUI events
like MouseEnter,
MouseLeave, and
MouseButton1Down to provide a
consistent Studio experience when interacting with certain kinds of GUI
components. Note that these only work for Studio plugins; they will not
work for other Mouse objects.
| Look* | Asset | Suggested Use |
|---|---|---|
rbxasset://SystemCursors/Arrow |
Default clicking and selection. | |
rbxasset://SystemCursors/PointingHand |
Hovering over an active link/button. | |
rbxasset://SystemCursors/OpenHand |
Hovering over a draggable item. | |
rbxasset://SystemCursors/ClosedHand |
Dragging an item. | |
rbxasset://SystemCursors/IBeam |
Hovering in a text field. | |
rbxasset://SystemCursors/SizeNS |
Hovering over a vertical resize handle. | |
rbxasset://SystemCursors/SizeEW |
Hovering over a horizontal resize handle. | |
rbxasset://SystemCursors/SizeNESW |
Hovering over a corner resize handle. | |
rbxasset://SystemCursors/SizeNWSE |
Hovering over a corner resize handle. | |
rbxasset://SystemCursors/SizeAll |
Hovering over a multi-direction resize handle. | |
rbxasset://SystemCursors/SplitNS |
Hovering over a vertical "split" handle. | |
rbxasset://SystemCursors/SplitEW |
Hovering over a horizontal "split" handle. | |
rbxasset://SystemCursors/Forbidden |
Hovering over a locked/forbidden item. | |
rbxasset://SystemCursors/Wait |
Indicating an action is in progress. | |
rbxasset://SystemCursors/Busy |
Indicating the system is busy. | |
rbxasset://SystemCursors/Cross |
Hovering over a pinpoint selection area. |
IconContent: Content#
ReadSafe
Icon is a property that determines the image used as the pointer. If
blank, a default arrow is used. While the cursor hovers over a
GuiButton, this property is temporarily ignored. This property
only supports asset URIs.
To hide the cursor entirely, do not use a transparent image –
instead, set UserInputService.MouseIconEnabled to false.
For getting/setting the user mouse icon in experiences, you should use
UserInputService.MouseIcon. Mouse.Icon will be deprecated
after the new API for plugins to set the mouse cursor is released.
Designing a Cursor#
The following guidelines may prove useful when creating your own mouse cursors:
- The dimensions of the image used determines the size of the cursor.
- The dimensions of the image should not exceed 256 pixels on any axis.
- The center of the image is where mouse inputs are issued.
- The default mouse image is 64x64 pixels, with the mouse taking up 17x24 pixels of space.
System Cursors#
When using a PluginMouse retrieved from Plugin:GetMouse(),
you can use the following icons similar to your system's default cursors,
such as hands, arrows, I-beams, etc. You can use these with GUI events
like MouseEnter,
MouseLeave, and
MouseButton1Down to provide a
consistent Studio experience when interacting with certain kinds of GUI
components. Note that these only work for Studio plugins; they will not
work for other Mouse objects.
| Look* | Asset | Suggested Use |
|---|---|---|
rbxasset://SystemCursors/Arrow |
Default clicking and selection. | |
rbxasset://SystemCursors/PointingHand |
Hovering over an active link/button. | |
rbxasset://SystemCursors/OpenHand |
Hovering over a draggable item. | |
rbxasset://SystemCursors/ClosedHand |
Dragging an item. | |
rbxasset://SystemCursors/IBeam |
Hovering in a text field. | |
rbxasset://SystemCursors/SizeNS |
Hovering over a vertical resize handle. | |
rbxasset://SystemCursors/SizeEW |
Hovering over a horizontal resize handle. | |
rbxasset://SystemCursors/SizeNESW |
Hovering over a corner resize handle. | |
rbxasset://SystemCursors/SizeNWSE |
Hovering over a corner resize handle. | |
rbxasset://SystemCursors/SizeAll |
Hovering over a multi-direction resize handle. | |
rbxasset://SystemCursors/SplitNS |
Hovering over a vertical "split" handle. | |
rbxasset://SystemCursors/SplitEW |
Hovering over a horizontal "split" handle. | |
rbxasset://SystemCursors/Forbidden |
Hovering over a locked/forbidden item. | |
rbxasset://SystemCursors/Wait |
Indicating an action is in progress. | |
rbxasset://SystemCursors/Busy |
Indicating the system is busy. | |
rbxasset://SystemCursors/Cross |
Hovering over a pinpoint selection area. |
Origin: CFrame#
ReadOnlyNotReplicatedReadSafe
The origin Mouse property is a CFrame indicating where
the mouse originated from. It is positioned at the
Workspace.CurrentCamera and oriented toward the mouse's 3D
position.
Mouse.UnitRay starts at the same position as Origin, and extends
for a stud in the same direction.
local unitRay = mouse.UnitRay
local origin = mouse.Origin
-- unitRay.Direction = origin.p
-- unitRay.Direction ≈ origin.lookVectorTarget: BasePart#
ReadOnlyNotReplicatedReadSafe
The object in 3D space the mouse is pointing to.
Note:
- If
Mouse.TargetFilterhas been set, the target filter and its descendants will be ignored. - When the mouse is not pointing at a
BasePart, for example when it is pointing at the sky, Target will benil. - Developers looking for the position of the mouse in 3D space should use
Mouse.Hit.
target: BasePart#
ReadOnlyNotReplicatedDeprecatedReadSafeDeprecated
Deprecated. This property is a deprecated variant of Mouse.Target which should
be used instead.
TargetFilter: Instance#
ReadSafe
This property determines an object to be ignored by the mouse when
calculating Mouse.Hit and Mouse.Target. The descendants of
the object are also ignored, so it is possible to ignore multiple objects
so long as they are a descendant of the object to which this property is
set. This property is useful when filtering models containing special
effects or decorations that should not affect Mouse.Hit or
Mouse.Target.
This property can be set to any Instance or nil, for example:
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")
local player = Players.LocalPlayer
local mouse = player:GetMouse()
mouse.TargetFilter = Workspace.ModelNote that the Character of the
Players.LocalPlayer is ignored by the mouse automatically.
TargetSurface: NormalId#
ReadOnlyNotReplicatedReadSafe
This property indicates the NormalId of the BasePart
surface at which the mouse is pointing. This property is derived from the
world position of mouse (Mouse.Hit) and the part toward which the
mouse is pointing (Mouse.Target).
This property isn't meaningful when the mouse is not pointing at a part,
for example when the mouse is pointing at the sky. At the moment, this
property is set to 'Right' under these circumstances. Before using this
property, check that the mouse's target is not nil.
UnitRay: Ray#
ReadOnlyNotReplicatedReadSafe
The UnitRay property is a Ray directed toward the mouse's
position in 3D space (described by Mouse.Hit). It originates from
the CFrame of the Workspace.CurrentCamera.
Like all unit rays, it has a distance of 1.
ViewSizeX: int#
ReadOnlyNotReplicatedReadSafe
The ViewSizeX property describes the horizontal component of the game window's size in pixels.
ViewSizeY: int#
ReadOnlyNotReplicatedReadSafe
The ViewSizeY property describes the vertical component of the game window's size in pixels. This length includes the space used by the topbar.
X: int#
ReadOnlyNotReplicatedReadSafe
When detecting changes in the mouse's position on-screen, it is
recommended that you use ContextActionService:BindAction() with
UserInputType.MouseMovement or
UserInputService.InputChanged, which both describe the position of
the mouse using the Position (a
Vector3) of an InputObject, instead of using this and
related properties.
The X property describes the horizontal component of the mouse's position
on the screen. The position is measured in pixels relative to the top left
corner, under the topbar. This property can be used in conjunction with
Mouse.Y to produce a Vector2 representing the mouse's
position:
local position = Vector2.new(mouse.X, mouse.Y)This property does not fire Changed or the signal
returned from
GetPropertyChangedSignal. Use
the Mouse.Move event instead.
Y: int#
ReadOnlyNotReplicatedReadSafe
When detecting changes in the mouse's position on-screen, it is
recommended that you use ContextActionService:BindAction() with
UserInputType.MouseMovement or
UserInputService.InputChanged, which both describe the position of
the mouse using the Position (a
Vector3) of an InputObject, instead of using this and
related properties.
The Y property describes the vertical component of the mouse's position on
the screen. The position is measured in pixels relative to the top left
corner, under the topbar. This property can be used in conjunction with
Mouse.X to produce a Vector2 representing the mouse's
position:
local position = Vector2.new(mouse.X, mouse.Y)This property does not fire Changed or the signal
returned from
GetPropertyChangedSignal. Use
the Mouse.Move event instead.
Events 11#
| Button1Down | Fires when the left mouse button is pressed. |
| Button1Up | Fires when the left mouse button is released. |
| Button2Down | Fires when the right mouse button is pressed. |
| Button2Up | Fired when the right mouse button is released. |
| Idle | Fired during every heartbeat that the mouse isn't being passed to another mouse event. |
| KeyDown | Fires when a Key is pressed.Deprecated |
| keyDown | Deprecated |
| KeyUp | Fires when a Key is released.Deprecated |
| Move | Fired when the mouse is moved. |
| WheelBackward | Fires when the mouse wheel is scrolled backwards. |
| WheelForward | Fires when the mouse wheel is scrolled forwards. |
Button1Down()#
This event fires when the player presses their left mouse button. Note
that this can be accessed from a Tool; for example, when placed in
a LocalScript, the code below prints Button1Down whenever the
left mouse button is pressed.
local tool = script.Parent -- Make sure this is a Tool object
tool.Equipped:Connect(function(mouse)
mouse.Button1Down:Connect(function()
print("Button1Down")
end)
end)You can find out the position of the mouse in world space and if it's
pointing at any BasePart using the Hit and
Target properties.
Button1Up()#
This event fires when the player releases their left mouse button. Note
that this can be accessed from a Tool; for example, when placed in
a LocalScript, the code below prints Button1Up whenever the left
mouse button is released.
local tool = script.Parent -- Make sure this is a Tool object
tool.Equipped:Connect(function(mouse)
mouse.Button1Up:Connect(function()
print("Button1Up")
end)
end)You can find out the position of the mouse in world space and if it's
pointing at any BasePart using the Hit and
Target properties.
Button2Down()#
This event fires when the player presses their right mouse button. Note
that this can be accessed from a Tool; for example, when placed in
a LocalScript, the code below prints Button2Down whenever the
right mouse button is pressed.
local tool = script.Parent -- Make sure this is a Tool object
tool.Equipped:Connect(function(mouse)
mouse.Button2Down:Connect(function()
print("Button2Down")
end)
end)You can find out the position of the mouse in world space and if it's
pointing at any BasePart using the Hit and
Target properties.
Button2Up()#
This event fires when the player releases their right mouse button. Note
that this can be accessed from a Tool; for example, when placed in
a LocalScript, the code below prints Button2Up whenever the
right mouse button is released.
local tool = script.Parent -- Make sure this is a Tool object
tool.Equipped:Connect(function(mouse)
mouse.Button2Up:Connect(function()
print("Button2Up")
end)
end)You can find out the position of the mouse in world space and if it's
pointing at any BasePart using the Hit and
Target properties.
Idle()#
Fired during every heartbeat that the mouse isn't being passed to another mouse event.
Note, this event should not be used to determine when the mouse is still.
As it fires every heartbeat it will fire between Mouse.Move
events.
For information on how to obtain the Mouse object, please see the
Mouse page.
Developers can find out the position of the mouse in world-space, and if
it is pointing at any BasePart using the Mouse.Hit and
Mouse.Target properties.
Note, developers are recommended to use UserInputService instead
of the Mouse object in new work.
KeyDown(key: string)#
DeprecatedDeprecated
Deprecated. Mouse events have been superseded by UserInputService which should
be used in all new work.
This event fires when a Key is pressed, with the passed argument being the key that was pressed.
Note:
- Not all keys generate this event. However, you can get around this with
a few of the keys, "/" for example, by using the
Mouse.KeyUpevent. - Some keys generate the same string as other keys.
- It's possible for the string to be empty (possibly due to "\0" key code).
| Name | Type | Default | Description |
|---|---|---|---|
key | string |
keyDown(key: string)#
DeprecatedDeprecated
Deprecated. This event is a deprecated variant of Mouse.KeyDown which has also
been deprecated. Neither event should be used in new work.
| Name | Type | Default | Description |
|---|---|---|---|
key | string |
KeyUp(key: string)#
DeprecatedDeprecated
Deprecated. Mouse events have been superseded by UserInputService which should
be used in all new work.
This event is fired when a Key is released, with the passed argument being the key that was released.
Note:
- Not all keys generate this event. However, you can get around this with a few of the keys, "/" for example, by using the [[API:Class/Mouse/KeyUp|KeyUp]] event.
- Some keys generate the same string as other keys.
- It's possible for the string to be empty (possibly due to "\0" key code).
| Name | Type | Default | Description |
|---|---|---|---|
key | string |
Move()#
Fired when the mouse is moved.
Note, this event is fired when the mouse's position is updated, therefore it will fire repeatedly while being moved.
For information on how to obtain the Mouse object, please see the
Mouse page.
Developers can find out the position of the mouse in world-space, and if
it is pointing at any BasePart using the Mouse.Hit and
Mouse.Target properties.
mouse.Move:Connect(function()
local position = mouse.Hit.p
local target = mouse.Target
print(target, position)
end)Note, developers are recommended to use UserInputService instead
of the Mouse object in new work.
WheelBackward()#
The WheelBackward event fires when the mouse wheel is scrolled backwards. Possible uses for this event include toggling a gun's scope in a first person shooter (FPS) or zooming the player's camera.
This can be used alongside the scrolling forward event,
Mouse.WheelForward.
For information on how to obtain the Mouse object, please see the
Mouse page.
Note, developers are recommended to use UserInputService instead
of the Mouse object in new work.
WheelForward()#
The WheelForward event fires when the mouse wheel is scrolled forwards. Possible uses for this event include toggling a gun's scope in a first person shooter (FPS) or zooming the player's camera.
This can be used alongside the scrolling backward event,
Mouse.WheelBackward.
For information on how to obtain the Mouse object, please see the
Mouse page.
Note, developers are recommended to use UserInputService instead
of the Mouse object in new work.
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