Roblox UtilitiesDevlHub Roblox Documentation

Class

VirtualInput

NotCreatableNotReplicated
Inherits
Object
Memory category
Instances

Simulates mouse, keyboard, and pointer input as if it were performed by a real player.

VirtualInput simulates mouse, keyboard, and pointer input as if it were performed by a real player. It is intended for testing purposes only and can only be obtained by calling UserInputService:CreateVirtualInput().

All input methods throw a runtime error if the simulated input would interact with Roblox's built-in UI (CoreGui), such as the top bar, chat window, or escape menu. This prevents automation tests from accidentally interfering with system UI that players depend on.

Methods 6#

SendKeyInjects a keyboard key press or release event.
SendMouseButtonInjects a mouse button press or release event at the specified screen position.
SendMouseDeltaInjects a relative mouse movement event. Only works while the player's cursor is locked.
SendMousePositionMoves the virtual mouse cursor to the specified absolute screen position.
SendPointerActionInjects a scroll wheel, trackpad pan, or pinch gesture event at the specified screen position.
SendTextInputInjects a text input event as if the specified string was typed on a keyboard.

SendKey(isPressed: boolean, keyCode: KeyCode, isRepeatedKey: boolean = false): ()#

This method injects a keyboard key press or release event, processed identically to a real hardware key event.

This method throws a runtime error if CoreGui has keyboard focus, which includes a TextBox inside CoreGui being focused, a CoreGui element selected for keyboard or gamepad navigation, or the in-game escape menu being open. It also throws if the requested key is permanently bound to a Roblox core action (for example, the Escape key).

isRepeatedKey#

Set isRepeatedKey to true only when simulating the OS auto-repeat behavior that occurs while a player physically holds a key down which fires a stream of repeated events after the initial key press. This is meaningful only for text-manipulation keys: KeyCode.Backspace, KeyCode.Delete, and the arrow keys (KeyCode.Left, KeyCode.Right, KeyCode.Up, and KeyCode.Down). Passing true for any other key throws a runtime error.

For example, to simulate holding Backspace to delete multiple characters, call:

  • SendKey(true, Enum.KeyCode.Backspace, false) for the initial press
  • SendKey(true, Enum.KeyCode.Backspace, true) in a loop for each repeated event
  • SendKey(false, Enum.KeyCode.Backspace, false) for the release

Do not pass isRepeatedKey as true for the initial press or the release. For any key that does not involve text editing (game action keys, modifier keys, function keys, etc.), always pass false.

NameTypeDefaultDescription
isPressedbooleanWhether to simulate a key press (true) or a key release (false).
keyCodeKeyCodeThe KeyCode of the key to inject.
isRepeatedKeybooleanfalseWhether this is an auto-repeat event, as occurs when a key is held down. Only valid for text-manipulation keys such as KeyCode.Backspace, KeyCode.Delete, and the arrow keys. Defaults to false.
Returns
  • ()

SendMouseButton(position: Vector2, button: UserInputType, isDown: boolean, repeatCount: int = 0): ()#

This method injects a mouse button press or release event at the given screen-space position, processed identically to a real hardware mouse event.

Only UserInputType.MouseButton1, UserInputType.MouseButton2, and UserInputType.MouseButton3 are supported; passing any other value throws a runtime error.

This method throws a runtime error if the specified position overlaps an interactive CoreGui element such as a button or an active overlay in the top bar, chat window, or escape menu. It also throws if the specified button is already in the requested state, for example pressing a button that is already pressed.

NameTypeDefaultDescription
positionVector2The screen-space position in pixels at which to inject the event.
buttonUserInputTypeThe mouse button to use. Supported values are UserInputType.MouseButton1, UserInputType.MouseButton2, and UserInputType.MouseButton3.
isDownbooleanWhether to simulate a button press (true) or a button release (false).
repeatCountint0The consecutive-click count for multi-click detection, such as a double- or triple-click. Defaults to 0.
Returns
  • ()

SendMouseDelta(positionDelta: Vector2): ()#

This method injects a relative mouse movement event, representing how far the mouse moved rather than where it is on screen. This is intended for use while the player's cursor is locked, such as in first-person camera mode.

This method throws a runtime error when the cursor is not locked. To move the cursor to an absolute screen position instead, use SendMousePosition().

NameTypeDefaultDescription
positionDeltaVector2The relative mouse movement in pixels along each axis.
Returns
  • ()

SendMousePosition(position: Vector2): ()#

This method moves the virtual mouse cursor to the specified absolute screen-space position, processed identically to a real hardware mouse-move event.

This method throws a runtime error when the specified position overlaps an interactive Roblox UI element (such as a button or active overlay in the top bar, chat window, or escape menu).

To inject relative mouse movement while the cursor is locked, use SendMouseDelta() instead.

NameTypeDefaultDescription
positionVector2The target screen-space position in pixels.
Returns
  • ()

SendPointerAction(position: Vector2, pointerAction: Dictionary): ()#

This method injects a pointer action event at the given screen-space position. The pointerAction dictionary accepts the following keys:

  • Wheel (number) — Scroll wheel delta. Positive values scroll forward, negative values scroll backward.
  • Pan (Vector2) — Trackpad pan delta in pixels.
  • Pinch (number) — Pinch-to-zoom delta. Positive values zoom in, negative values zoom out.

This method throws a runtime error if the specified position overlaps an interactive Roblox UI element (such as a button or active overlay in the top bar, chat window, or escape menu). If all values in pointerAction are zero, the call returns without injecting any event.

NameTypeDefaultDescription
positionVector2The screen-space position in pixels at which to inject the event.
pointerActionDictionaryA dictionary describing the pointer action to inject. Accepted keys are Wheel (number), Pan (Vector2), and Pinch (number). At least one key must have a non-zero value.
Returns
  • ()

SendTextInput(text: string): ()#

This method injects a text input event, routing the given string directly to the focused TextBox or the experience's text input handler as if the player typed it on a physical keyboard. This is useful for populating text fields without needing to simulate individual key presses.

This method throws a runtime error if CoreGui has keyboard focus, which includes a TextBox inside CoreGui being focused, a CoreGui element selected for keyboard or gamepad navigation, or the in-game escape menu being open.

NameTypeDefaultDescription
textstringThe string to inject as text input.
Returns
  • ()

Inherited members#

Inherited from Object 6
Properties (2)

ClassName, className

Events (1)

Changed