Roblox UtilitiesDevlHub Roblox Documentation

Class

UserInputService

NotCreatableServiceNotReplicated
Inherits
Instance › Object
Memory category
Instances

UserInputService is primarily used to detect the input types available on a user's device, as well as detect input events.

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 RunContext.Client.

Properties 19#

AccelerometerEnabledbooleanDescribes whether the user's device has an accelerometer.ReadSafeReadOnlyNotReplicated
GamepadEnabledbooleanDescribes whether the user's device has an available gamepad.ReadSafeReadOnlyNotReplicated
GyroscopeEnabledbooleanDescribes whether the user's device has a gyroscope.ReadSafeReadOnlyNotReplicated
KeyboardEnabledbooleanDescribes whether the user's device has a keyboard available.ReadSafeReadOnlyNotReplicated
ModalEnabledbooleanToggles whether Roblox's mobile controls are hidden on mobile devices.ReadSafeDeprecated
MouseBehaviorMouseBehaviorDetermines whether the user's mouse can be moved freely or is locked.ReadSafe
MouseDeltaSensitivityfloatScales the delta (change) output of the user's Mouse.ReadSafeNotReplicated
MouseEnabledbooleanDescribes whether the user's device has a mouse available.ReadSafeReadOnlyNotReplicated
MouseIconContentIdThe content ID of the image for the user's mouse icon.ReadSafe
MouseIconContentContentThe content ID of the image for the user's mouse icon. Only supports asset URIs.ReadSafe
MouseIconEnabledbooleanDetermines whether the mouse icon is visible.ReadSafe
OnScreenKeyboardPositionVector2Determines the position of the on-screen keyboard.ReadSafeReadOnlyNotReplicated
OnScreenKeyboardSizeVector2Determines the size of the on-screen keyboard.ReadSafeReadOnlyNotReplicated
OnScreenKeyboardVisiblebooleanDescribes whether an on-screen keyboard is currently visible on the user's screen.ReadSafeReadOnlyNotReplicated
PreferredInputPreferredInputQueries the primary input type a player is using, based on anticipated user behavior.ReadSafeReadOnlyNotReplicated
TouchEnabledbooleanDescribes whether the user's device has a touch screen available.ReadSafeReadOnlyNotReplicated
TouchScreenEnabledbooleanDescribes whether the user's device has a touch screen, reflecting the device's true hardware capability.Read: RobloxScriptSecurityWrite: RobloxScriptSecurityReadSafeReadOnlyNotReplicated
UserHeadCFrameCFrameDescribes the orientation and position of a user's head, if they are actively using a virtual reality headset.ReadSafeDeprecatedReadOnlyNotReplicated
VREnabledbooleanIndicates whether the user is using a virtual reality headset.ReadSafeDeprecatedReadOnlyNotReplicated

AccelerometerEnabled: boolean#

ReadOnlyNotReplicatedReadSafe

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.

GamepadEnabled: boolean#

ReadOnlyNotReplicatedReadSafe

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: boolean#

ReadOnlyNotReplicatedReadSafe

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: boolean#

ReadOnlyNotReplicatedReadSafe

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.

ModalEnabled: boolean#

DeprecatedReadSafeDeprecated

Deprecated. This item has been superseded by GuiService.TouchControlsEnabled which should be used in all new work.

The ModalEnabled property determines whether character controls are hidden on TouchEnabled devices. By default, this property is false and controls are visible.

This property will only work when used in a LocalScript running for the player whose character controls are to be hidden.

Even if mobile controls are hidden for a player on a touch‑enabled device, other events such as InputBegan and TouchSwipe can still be used to process other forms of input.

MouseBehavior: MouseBehavior#

ReadSafe

This property sets how the user's mouse behaves based on the 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: float#

NotReplicatedReadSafe

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: boolean#

ReadOnlyNotReplicatedReadSafe

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#

ReadSafe

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.

MouseIconContent: Content#

ReadSafe

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. Only asset URIs are supported for this property.

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

MouseIconEnabled: boolean#

ReadSafe

This property determines whether the mouse icon is visible. To detect when this property changes, you must listen to when the MouseEnabled property changes.

OnScreenKeyboardPosition: Vector2#

ReadOnlyNotReplicatedReadSafe

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: Vector2#

ReadOnlyNotReplicatedReadSafe

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: boolean#

ReadOnlyNotReplicatedReadSafe

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

See also OnScreenKeyboardSize and OnScreenKeyboardPosition.

PreferredInput: PreferredInput#

ReadOnlyNotReplicatedReadSafe

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 value of PreferredInput changes based on built‑in device inputs and the player's most recent interaction with a connected gamepad or keyboard/mouse. Examples include:

Real-World Scenario PreferredInput
Player is using a phone with no other connected input devices; no possibility of an input type change. Enum.PreferredInput|Touch
Player is using a mobile device with a bluetooth keyboard & mouse connected, but no gamepad is connected. Enum.PreferredInput|KeyboardAndMouse
Player is using a tablet with a bluetooth gamepad connected, but no keyboard or mouse is connected. Enum.PreferredInput|Gamepad
Player is using an Xbox or PlayStation with a bluetooth keyboard & mouse connected and has most recently interacted with the keyboard or mouse. Enum.PreferredInput|KeyboardAndMouse
Player is on a Windows or Mac PC with a gamepad connected and has most recently interacted with the gamepad. Enum.PreferredInput|Gamepad

TouchEnabled: boolean#

ReadOnlyNotReplicatedReadSafe

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.

TouchScreenEnabled: boolean#

ReadOnlyNotReplicatedRead: RobloxScriptSecurityWrite: RobloxScriptSecurityReadSafe

Read-only. Whether the user's device has a touch screen. Defaults to false; the engine sets it to true on devices with a physical touch screen.

Unlike TouchEnabled, which reports false on some touch-capable desktop hardware (such as a Windows laptop with a touch screen) to avoid switching those devices to mobile-style controls, TouchScreenEnabled reflects the device's true touch capability.

UserHeadCFrame: CFrame#

ReadOnlyNotReplicatedDeprecatedReadSafeDeprecated

Deprecated. This item has been superseded by UserInputService:GetUserCFrame() which should be used in all new work.

The UserHeadCFrame used to describe the orientation and position of a user's head, if they are actively using a virtual reality headset.

VREnabled: boolean#

ReadOnlyNotReplicatedReadSafeDeprecated

Deprecated. This property has been superseded by VRService.VREnabled which should be used in all new work.

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 25#

CreateVirtualInputCreates a VirtualInput object for simulating mouse, keyboard, and pointer input.
GamepadSupportsReturns whether the given UserInputType gamepad supports a button corresponding with the given KeyCode.
GetConnectedGamepadsReturns an array of UserInputType gamepads currently connected.
GetDeviceAccelerationReturns an InputObject that describes the device's current acceleration.
GetDeviceGravityReturns an InputObject describing the device's current gravity vector.
GetDeviceRotationReturns an InputObject and a CFrame describing the device's current rotation vector.
GetFocusedTextBoxReturns the TextBox the client is currently focused on.
GetGamepadConnectedReturns whether a gamepad with the given UserInputType is connected.
GetGamepadStateReturns an array of InputObjects for all available inputs on the given gamepad, representing each input's last input state.
GetImageForKeyCodeReturns an image for the requested KeyCode.
GetKeysPressedReturns an array of InputObjects associated with the keys currently being pressed down.
GetLastInputTypeReturns the UserInputType associated with the user's most recent input.
GetMouseButtonsPressedReturns an array of InputObjects associated with the mouse buttons currently being held down.
GetMouseDeltaReturns the change, in pixels, of the position of the player's Mouse in the last rendered frame. Only works if the mouse is locked.
GetMouseLocationReturns the current screen location of the player's Mouse relative to the top-left corner of the screen.
GetNavigationGamepadsReturns an array of gamepads connected and enabled for GuiObject navigation in descending order of priority.
GetStringForKeyCodeReturns a string representing a key the user should press in order to input a given KeyCode, optionally in an abbreviated format.
GetSupportedGamepadKeyCodesReturns an array of KeyCodes that the gamepad associated with the given UserInputType supports.
GetUserCFrameReturns a CFrame describing the position and orientation of a specified virtual reality device.Deprecated
IsGamepadButtonDownDetermines whether a particular button is pressed on a gamepad.
IsKeyDownReturns whether the given key is currently held down.
IsMouseButtonPressedReturns whether the given mouse button is currently held down.
IsNavigationGamepadReturns true if the specified gamepad is allowed to control navigation and selection GuiObjects.
RecenterUserHeadCFrameRecenters the CFrame of the VR headset to the current orientation of the headset worn by the user.
SetNavigationGamepadSets whether or not the specified gamepad can move the GuiObject navigator.

CreateVirtualInput(): Object#

This method creates a VirtualInput object for simulating mouse, keyboard, and pointer input as if it were performed by a real user. It is intended for testing and automation workflows that need to simulate user interaction inside a running experience. Simulated input is restricted to the experience's own UI elements and cannot interact with arbitrary or system-level GUI.

Always check that the returned value is not nil before calling any methods on it.

Returns

GamepadSupports(gamepadNum: UserInputType, gamepadKeyCode: KeyCode): boolean#

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

NameTypeDefaultDescription
gamepadNumUserInputTypeThe UserInputType of the gamepad.
gamepadKeyCodeKeyCodeThe KeyCode of the button in question.
Returns
  • boolean — Whether the given gamepad supports a button corresponding with the given KeyCode.

GetConnectedGamepads(): Array#

This method returns an array of 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
  • Array — An array of UserInputTypes corresponding with the gamepads connected to the user's device.

GetDeviceAcceleration(): InputObject#

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
  • InputObject — An InputObject describing the device's current acceleration, with Position representing the acceleration force on each local device axis.

GetDeviceGravity(): InputObject#

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
  • InputObject — An InputObject describing the device's current gravity vector, with Position representing the force of gravity on each local device axis.

GetDeviceRotation(): Tuple#

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
  • Tuple — 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.

GetFocusedTextBox(): TextBox#

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(gamepadNum: UserInputType): boolean#

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

Alternatively to detecting a specific gamepad by 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.

NameTypeDefaultDescription
gamepadNumUserInputTypeThe UserInputType of the gamepad in question.
Returns
  • boolean — Whether a gamepad associated with UserInputType is connected.

GetGamepadState(gamepadNum: UserInputType): List<InputObject>#

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

NameTypeDefaultDescription
gamepadNumUserInputTypeThe UserInputType corresponding with the gamepad in question.
Returns
  • List<InputObject> — An array of InputObjects representing the current state of all available inputs for the given gamepad.

GetImageForKeyCode(keyCode: KeyCode): ContentId#

This method takes the requested 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().

For most use cases, consider using InputActionLabel instead. It is a GuiObject that automatically displays the correct key icon for an InputAction and updates when the player switches input devices or rebinds the action, without any scripting. GetImageForKeyCode() remains useful for advanced or fully custom interfaces where you need direct access to the underlying image asset.

NameTypeDefaultDescription
keyCodeKeyCodeThe KeyCode for which to fetch the associated image.
Returns
  • ContentId — The returned image asset ID.

GetKeysPressed(): List<InputObject>#

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
  • List<InputObject> — An array of InputObjects associated with the keys currently being pressed.

GetLastInputType(): UserInputType#

This method returns the 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 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 UserInputType.

Returns

GetMouseButtonsPressed(): List<InputObject>#

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
  • List<InputObject> — An array of InputObjects corresponding to the mouse buttons currently being currently held down.

GetMouseDelta(): Vector2#

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
  • Vector2 — Change in movement of the mouse.

GetMouseLocation(): Vector2#

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

GetNavigationGamepads(): Array#

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

GetStringForKeyCode(keyCode: KeyCode, format: KeyCodeStringFormat = Default): string#

This method returns a string representing a key the user should press in order to input a given 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.

For most use cases, consider using InputActionLabel instead. It is a GuiObject that automatically displays the correct key text or icon for an InputAction and updates when the player switches input devices or rebinds the action, without any scripting. GetStringForKeyCode() remains useful for advanced or fully custom interfaces where you need the raw display string.

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 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.

KeyCode QWERTY Return AZERTY Return
Enum.KeyCode.Q Q A
Enum.KeyCode.W W Z
Enum.KeyCode.Equals = =
Enum.KeyCode.At 2 because @ is typed with Shift2 É

Abbreviated Format#

When format is set to KeyCodeStringFormat.Abbreviated, the method returns shortened key names suitable for compact UI elements, for example "LCtrl" instead of "LeftControl", "Bksp" instead of "Backspace", or "Esc" instead of "Escape". If no abbreviation exists for the given key code, the default string is returned.

Gamepad Usage#

GetStringForKeyCode() returns the string mapping for the 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:

Code
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. KeyCode.ButtonSelect has slightly different behavior in some cases. Use both PlayStation mappings to ensure users see the correct buttons.

KeyCode PlayStation Return Value Xbox Return Value
Enum.KeyCode.ButtonA ButtonCross ButtonA
Enum.KeyCode.ButtonB ButtonCircle ButtonB
Enum.KeyCode.ButtonX ButtonSquare ButtonX
Enum.KeyCode.ButtonY ButtonTriangle ButtonY
Enum.KeyCode.ButtonL1 ButtonL1 ButtonLB
Enum.KeyCode.ButtonL2 ButtonL2 ButtonLT
Enum.KeyCode.ButtonL3 ButtonL3 ButtonLS
Enum.KeyCode.ButtonR1 ButtonR1 ButtonRB
Enum.KeyCode.ButtonR2 ButtonR2 ButtonRT
Enum.KeyCode.ButtonR3 ButtonR3 ButtonRS
Enum.KeyCode.ButtonStart ButtonOptions ButtonStart
Enum.KeyCode.ButtonSelect ButtonTouchpad and ButtonShare ButtonSelect

Legacy System Images#

When using a 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.

KeyCode Asset ID
Enum.KeyCode.ButtonX rbxasset://textures/ui/Controls/xboxX.png
Enum.KeyCode.ButtonY rbxasset://textures/ui/Controls/xboxY.png
Enum.KeyCode.ButtonA rbxasset://textures/ui/Controls/xboxA.png
Enum.KeyCode.ButtonB rbxasset://textures/ui/Controls/xboxB.png
Enum.KeyCode.DPadLeft rbxasset://textures/ui/Controls/dpadLeft.png
Enum.KeyCode.DPadRight rbxasset://textures/ui/Controls/dpadRight.png
Enum.KeyCode.DPadUp rbxasset://textures/ui/Controls/dpadUp.png
Enum.KeyCode.DPadDown rbxasset://textures/ui/Controls/dpadDown.png
Enum.KeyCode.ButtonSelect rbxasset://textures/ui/Controls/xboxView.png
Enum.KeyCode.ButtonStart rbxasset://textures/ui/Controls/xboxmenu.png
Enum.KeyCode.ButtonL1 rbxasset://textures/ui/Controls/xboxLB.png
Enum.KeyCode.ButtonR1 rbxasset://textures/ui/Controls/xboxRB.png
Enum.KeyCode.ButtonL2 rbxasset://textures/ui/Controls/xboxLT.png
Enum.KeyCode.ButtonR2 rbxasset://textures/ui/Controls/xboxRT.png
Enum.KeyCode.ButtonL3 rbxasset://textures/ui/Controls/xboxLS.png
Enum.KeyCode.ButtonR3 rbxasset://textures/ui/Controls/xboxRS.png
Enum.KeyCode.Thumbstick1 rbxasset://textures/ui/Controls/xboxLSDirectional.png
Enum.KeyCode.Thumbstick2 rbxasset://textures/ui/Controls/xboxRSDirectional.png
Enum.KeyCode.Backspace rbxasset://textures/ui/Controls/backspace.png
Enum.KeyCode.Return rbxasset://textures/ui/Controls/return.png
Enum.KeyCode.LeftShift rbxasset://textures/ui/Controls/shift.png
Enum.KeyCode.RightShift rbxasset://textures/ui/Controls/shift.png
Enum.KeyCode.Tab rbxasset://textures/ui/Controls/tab.png
Enum.KeyCode.Quote rbxasset://textures/ui/Controls/apostrophe.png
Enum.KeyCode.Comma rbxasset://textures/ui/Controls/comma.png
Enum.KeyCode.Backquote rbxasset://textures/ui/Controls/graveaccent.png
Enum.KeyCode.Period rbxasset://textures/ui/Controls/period.png
Enum.KeyCode.Space rbxasset://textures/ui/Controls/spacebar.png
NameTypeDefaultDescription
keyCodeKeyCodeThe KeyCode to get the display string for.
formatKeyCodeStringFormatDefaultAn KeyCodeStringFormat value that controls the format of the returned string. Defaults to KeyCodeStringFormat.Default. Pass KeyCodeStringFormat.Abbreviated to get shortened labels suitable for compact UI such as "Bksp", "LCtrl", or "Esc".
Returns

GetSupportedGamepadKeyCodes(gamepadNum: UserInputType): Array#

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

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

NameTypeDefaultDescription
gamepadNumUserInputTypeThe UserInputType of the gamepad.
Returns

GetUserCFrame(type: UserCFrame): CFrame#

DeprecatedDeprecated

Deprecated. Use VRService:GetUserCFrame() instead.

The UserInputService:GetUserCFrame() method returns a CFrame describing the position and orientation of a specified UserCFrame virtual reality (VR) device. If the specified device is not connected, the method returns CFrame.new().

For example, the code snippet below prints the CFrame of the user's VR headset.

Luau
local UserInputService = game:GetService("UserInputService")
local cframe = UserInputService:GetUserCFrame(Enum.UserCFrame.Head)

print(cframe)

By using the method, players can implement features such as re-positioning the user's in-game character corresponding to the location of a connected VR device. This can be done by changing the CFrame of the user's in-game body parts to match the CFrame of the specified VR device using UserCFrame and CFrame value arguments passed by the event.

See also:

As this event only fires locally, it can only be used in a LocalScript.

NameTypeDefaultDescription
typeUserCFrameThe UserCFrame corresponding to the VR device.
Returns

IsGamepadButtonDown(gamepadNum: UserInputType, gamepadKeyCode: KeyCode): boolean#

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.

NameTypeDefaultDescription
gamepadNumUserInputTypeThe UserInputType of the given gamepad.
gamepadKeyCodeKeyCodeThe KeyCode of the specified gamepad button.
Returns

IsKeyDown(keyCode: KeyCode): boolean#

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.

NameTypeDefaultDescription
keyCodeKeyCodeThe KeyCode of the key.
Returns

IsMouseButtonPressed(mouseButton: UserInputType): boolean#

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.

NameTypeDefaultDescription
mouseButtonUserInputTypeThe UserInputType of the mouse button.
Returns

IsNavigationGamepad(gamepadEnum: UserInputType): boolean#

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.

NameTypeDefaultDescription
gamepadEnumUserInputTypeThe UserInputType of the specified gamepad.
Returns

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(gamepadEnum: UserInputType, enabled: boolean): ()#

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.

NameTypeDefaultDescription
gamepadEnumUserInputTypeThe UserInputType of the specified gamepad.
enabledbooleanWhether the specified gamepad can move the GUI navigator.
Returns

Events 27#

DeviceAccelerationChangedFires when a user moves a device that has an accelerometer.
DeviceGravityChangedFires when the force of gravity changes on a device that has an enabled accelerometer.
DeviceRotationChangedFires when a user rotates a device that has a gyroscope.
GamepadConnectedFires when a gamepad is connected to the client.
GamepadDisconnectedFires when a gamepad is disconnected from the client.
InputBeganFires when a user begins interacting with an input device such as a mouse or gamepad.
InputChangedFires when a user changes how they're interacting with an input device such as a mouse or gamepad.
InputEndedFires when a user stops interacting with an input device such as a mouse or gamepad.
JumpRequestFires whenever the client makes a request for their character to jump.
LastInputTypeChangedFires whenever the client's UserInputType is changed.
PointerActionFires when the user performs a specific pointer action.
TextBoxFocusedFires when the client focuses on a TextBox.
TextBoxFocusReleasedFires when the client loses focus on a TextBox.
TouchDragFires when the user drags on the screen of a TouchEnabled device.
TouchEndedFires when a user releases their finger from the screen of a TouchEnabled device.
TouchLongPressFires when a user holds at least one finger for a short amount of time on the screen of a TouchEnabled device.
TouchMovedFires when a user moves their finger on the screen of a TouchEnabled device.
TouchPanFires when the user drags at least one finger on the screen of a TouchEnabled device.
TouchPinchFires when a user performs a pinch gesture on the screen of a TouchEnabled device.
TouchRotateFires when a user rotates two fingers on the screen of a TouchEnabled device.
TouchStartedFires when a user places their finger on the screen of a TouchEnabled device.
TouchSwipeFires 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.
TouchTapFires when a user taps their finger on the screen of a TouchEnabled device.
TouchTapInWorldFires when a user taps their finger on the screen of a TouchEnabled device and the tap location is in the 3D world.
UserCFrameChangedFires when the CFrame of a specified Virtual Reality device changes.Deprecated
WindowFocusedFires when the window of the Roblox client gains focus on the user's screen.
WindowFocusReleasedFires when the window of the Roblox client loses focus on the user's screen.

DeviceAccelerationChanged(acceleration: InputObject)#

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.

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

DeviceGravityChanged(gravity: InputObject)#

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.

NameTypeDefaultDescription
gravityInputObjectAn 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.

DeviceRotationChanged(rotation: InputObject, cframe: CFrame)#

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.

NameTypeDefaultDescription
rotationInputObjectAn 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.
cframeCFrameA CFrame representing the device's current orientation.

GamepadConnected(gamepadNum: UserInputType)#

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.

NameTypeDefaultDescription
gamepadNumUserInputTypeThe UserInputType of the connected gamepad.

GamepadDisconnected(gamepadNum: UserInputType)#

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.

NameTypeDefaultDescription
gamepadNumUserInputTypeTheUserInputType of the disconnected gamepad.

InputBegan(input: InputObject, gameProcessedEvent: boolean)#

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.

NameTypeDefaultDescription
inputInputObjectAn InputObject instance containing information about the user's input.
gameProcessedEventbooleanIndicates 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(input: InputObject, gameProcessedEvent: boolean)#

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.

NameTypeDefaultDescription
inputInputObjectAn InputObject instance containing information about the user's input.
gameProcessedEventbooleanIndicates 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(input: InputObject, gameProcessedEvent: boolean)#

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.

NameTypeDefaultDescription
inputInputObjectAn InputObject instance containing information about the user input.
gameProcessedEventbooleanIndicates 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. This event does not fire if Player.Character is set to nil.

LastInputTypeChanged(lastInputType: UserInputType)#

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

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

NameTypeDefaultDescription
lastInputTypeUserInputTypeA UserInputType indicating the last input type.

PointerAction(wheel: float, pan: Vector2, pinch: float, gameProcessedEvent: boolean)#

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

NameTypeDefaultDescription
wheelfloatThe mouse scroll wheel delta. Positive values indicate scrolling up and negative values indicate scrolling down.
panVector2A Vector2 representing the trackpad pan movement delta in pixels. Touch pan is handled separately via UserInputService.TouchPan.
pinchfloatThe pinch-to-zoom gesture delta from a trackpad. Touch pinch is handled separately via UserInputService.TouchPinch.
gameProcessedEventbooleanIndicates whether the engine internally observed this input and acted on it.

TextBoxFocused(textboxFocused: TextBox)#

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.

NameTypeDefaultDescription
textboxFocusedTextBoxThe TextBox that gained focus.

TextBoxFocusReleased(textboxReleased: TextBox)#

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.

NameTypeDefaultDescription
textboxReleasedTextBoxThe TextBox that lost focus.

TouchDrag(dragDirection: SwipeDirection, numberOfTouches: int, gameProcessedEvent: boolean)#

This event fires when the user drags on the screen of a TouchEnabled device. Use this event to detect the start of a deliberate directional gesture (for example, sliding an element left or right to reveal contextual actions) before the user commits to a direction; for detecting a completed swipe or fling gesture, use TouchSwipe instead.

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

NameTypeDefaultDescription
dragDirectionSwipeDirectionThe predominant drag direction for the event (Up, Down, Left, or Right).
numberOfTouchesintCurrently only supports one touch for a value of 1.
gameProcessedEventbooleanIndicates 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(touch: InputObject, gameProcessedEvent: boolean)#

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.

NameTypeDefaultDescription
touchInputObjectAn 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.
gameProcessedEventbooleanIndicates 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(touchPositions: Array, state: UserInputState, gameProcessedEvent: boolean)#

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.

NameTypeDefaultDescription
touchPositionsArrayAn array of Vector2 objects indicating the position of the fingers involved in the gesture.
stateUserInputStateThe UserInputState of the gesture.
gameProcessedEventbooleanIndicates 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(touch: InputObject, gameProcessedEvent: boolean)#

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.

NameTypeDefaultDescription
touchInputObjectAn 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).
gameProcessedEventbooleanIndicates 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(touchPositions: Array, totalTranslation: Vector2, velocity: Vector2, state: UserInputState, gameProcessedEvent: boolean)#

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.

NameTypeDefaultDescription
touchPositionsArrayAn array of Vector2s indicating the positions of the touches involved in the gesture.
totalTranslationVector2The size of the pan gesture from start to end, in pixels.
velocityVector2The speed of the pan gesture in pixels per second.
stateUserInputStateThe UserInputState of the gesture.
gameProcessedEventbooleanIndicates 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(touchPositions: Array, scale: float, velocity: float, state: UserInputState, gameProcessedEvent: boolean)#

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.

NameTypeDefaultDescription
touchPositionsArrayAn array of Vector2s indicating the screen position, in pixels, of the fingers involved in the pinch gesture.
scalefloatThe magnitude of the pinch from start to finish (in pixels) divided by the starting pinch positions.
velocityfloatThe speed of the pinch gesture in pixels per second.
stateUserInputStateThe UserInputState of the gesture.
gameProcessedEventbooleanIndicates 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(touchPositions: Array, rotation: float, velocity: float, state: UserInputState, gameProcessedEvent: boolean)#

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.

NameTypeDefaultDescription
touchPositionsArrayAn array of Vector2s indicating the positions of the fingers involved in the gesture.
rotationfloatThe number of degree the gesture has rotated since the start of the gesture.
velocityfloatThe change in rotation (in degrees) divided by the duration of the change (in seconds).
stateUserInputStateThe UserInputState of the gesture.
gameProcessedEventbooleanIndicates 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(touch: InputObject, gameProcessedEvent: boolean)#

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.

NameTypeDefaultDescription
touchInputObjectAn 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.
gameProcessedEventbooleanIndicates 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(swipeDirection: SwipeDirection, numberOfTouches: int, gameProcessedEvent: boolean)#

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.

NameTypeDefaultDescription
swipeDirectionSwipeDirectionAn SwipeDirection indicating the direction the user swiped.
numberOfTouchesintNumber of touches involved in the swipe gesture.
gameProcessedEventbooleanIndicates 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(touchPositions: Array, gameProcessedEvent: boolean)#

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.

NameTypeDefaultDescription
touchPositionsArrayAn array of Vector2 objects indicating the position of the fingers involved in the tap gesture.
gameProcessedEventbooleanIndicates 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(position: Vector2, processedByUI: boolean)#

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.

NameTypeDefaultDescription
positionVector2A Vector2 indicating the position of the tap.
processedByUIbooleanWhether the user tapped a UI element.

UserCFrameChanged(type: UserCFrame, value: CFrame)#

DeprecatedDeprecated

Deprecated. Use VRService.UserCFrameChanged instead.

The UserCFrameChanged event fires when the CFrame of a VR device changes.

This event can be used to track the movement of a connected VR device.

Using the event, you can implement features such as moving the user's in-game character limbs as the user moves their VR device. This can be done by changing the CFrame of the user's in-game limbs to match the CFrame changes of the VR device using the UserCFrame enum and CFrame value arguments passed by the event.

To retrieve the CFrame of a connected VR device, use UserInputService:GetUserCFrame().

As the event fires locally, it can only be used in a LocalScript.

See also:

NameTypeDefaultDescription
typeUserCFrameA UserCFrame value indicating which body part moved.
valueCFrameA CFrame value indicating the updated CFrame of the body part that moved.

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.

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.

Inherited members#

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

ClassName, className

Events (1)

Changed