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InputEnded

The InputEnded event fires when a user stops interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc).

The UserInputService has a similarly named event that is not restricted to a specific UI element: UserInputService/InputEnded.

This event will always fire regardless of game state.

See also

  • GuiObject/InputBegan
  • GuiObject/InputChanged

Parameters

Name Type Default Description

An InputObject, which contains useful data for querying user input such as theEnum/UserInputType|type of input, Enum/UserInputState|state of input, and Enum/Position|screen coordinates of the input


Code Samples


Tracking the End of Input on a GuiObject

The following example demonstrates one of many usage examples of handling user input from InputEnded depending on its type.

In order for this to work as expected, it must be placed in a LocalScript and a child of gui.

-- In order to use the InputChanged event, you must specify a GuiObject
local gui = script.Parent
 
-- A sample function providing multiple usage cases for various types of user input
local function inputEnded(input)
	if input.UserInputType == Enum.UserInputType.Keyboard then
		local keyPressed = input.KeyCode
		print("A key has been released! Key:",input.KeyCode)
	elseif input.UserInputType == Enum.UserInputType.MouseButton1 then
		print("The left mouse button has been released at",input.Position)
	elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
		print("The right mouse button has been released at",input.Position)
	elseif input.UserInputType == Enum.UserInputType.Touch then
		print("A touchscreen input has been released at",input.Position)
	elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
		print("A button has been released on a gamepad! Button:",input.KeyCode)
	end
end

gui.InputEnded:Connect(inputEnded)