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Class

Mouse

NotCreatable
Inherits
Instance › Object
Memory category
Instances
Subclasses
2

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Mouse has been superseded by UserInputService and ContextActionService, which cover a broader scope, are more feature rich, and support cross-platform patterns better.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.

Luau
-- 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:

Properties 14#

HitCFrameThe CFrame of the mouse's position in 3D space.ReadSafeReadOnlyNotReplicated
hitCFrameReadSafeDeprecatedHiddenReadOnlyNotReplicated
IconContentIdThe content ID of the image used as the Mouse icon.ReadSafe
IconContentContentThe content of the image used as the Mouse icon. Only supports asset URIs.ReadSafe
OriginCFrameA CFrame positioned at the Workspace.CurrentCamera and oriented toward the mouse's 3D position.ReadSafeReadOnlyNotReplicated
TargetBasePartThe object in 3D space the mouse is pointing to.ReadSafeReadOnlyNotReplicated
targetBasePartReadSafeDeprecatedReadOnlyNotReplicated
TargetFilterInstanceDetermines an object (and its descendants) to be ignored when determining Mouse.Hit and Mouse.Target.ReadSafe
TargetSurfaceNormalIdIndicates the NormalId of the BasePart surface at which the mouse is pointing.ReadSafeReadOnlyNotReplicated
UnitRayRayA Ray directed towards the mouse's world position, originating from the Workspace.CurrentCamera world position.ReadSafeReadOnlyNotReplicated
ViewSizeXintDescribes the width of the game window in pixels.ReadSafeReadOnlyNotReplicated
ViewSizeYintDescribes the height of the game window in pixels.ReadSafeReadOnlyNotReplicated
XintDescribes the X (horizontal) component of the mouse's position on the screen.ReadSafeReadOnlyNotReplicated
YintDescribes 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:

Code
local position = mouse.Hit.Position

Hit 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.

Code
local unitRayDirection = mouse.UnitRay.Direction
local mouseHitDirection = mouse.Hit.lookVector
-- unitRayDirection ≈ mouseHitDirection
-- the vectors are approximately equal

Note, 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.
* These appearances are approximations — the actual look is dependent on your operating system.

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.
* These appearances are approximations — the actual look is dependent on your operating system.

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.

Luau
local unitRay = mouse.UnitRay
local origin = mouse.Origin
-- unitRay.Direction = origin.p
-- unitRay.Direction ≈ origin.lookVector

For the position of the Mouse in 3D space, see Mouse.Hit.

Target: BasePart#

ReadOnlyNotReplicatedReadSafe

The object in 3D space the mouse is pointing to.

Note:

  • If Mouse.TargetFilter has 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 be nil.
  • 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:

Luau
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")

local player = Players.LocalPlayer
local mouse = player:GetMouse()
mouse.TargetFilter = Workspace.Model

Note 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:

Luau
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:

Luau
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#

Button1DownFires when the left mouse button is pressed.
Button1UpFires when the left mouse button is released.
Button2DownFires when the right mouse button is pressed.
Button2UpFired when the right mouse button is released.
IdleFired during every heartbeat that the mouse isn't being passed to another mouse event.
KeyDownFires when a Key is pressed.Deprecated
keyDownDeprecated
KeyUpFires when a Key is released.Deprecated
MoveFired when the mouse is moved.
WheelBackwardFires when the mouse wheel is scrolled backwards.
WheelForwardFires 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.

Luau
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.

Luau
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.

Luau
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.

Luau
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.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).
NameTypeDefaultDescription
keystring

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.

NameTypeDefaultDescription
keystring

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).
NameTypeDefaultDescription
keystring

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.

Code
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
Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed

Subclasses 2#