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InputChanged

The InputChanged event fires when a user changes how they’re interacting via a Human-Computer Interface device (Mouse button down, touch begin, keyboard button down, etc).

To ignore events that are automatically handled by Roblox, like scrolling in a ScrollingFrame, check the gameProcessedEvent argument is false.
This event can be used along with UserInputService/InputBegan and UserInputService/InputEnded to track when user input begins, changes, and ends.

This event only fires when the Roblox client window is in focus. For example, inputs will not be captured when the window is minimized.

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

Parameters

Name Type Default Description

An InputObject instance, which contains information about the user’s input

Indicates whether the game 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 would be true. This is also true for input events connected via ContextActionService


Code Samples


Handling InputChanged

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

-- In order to use the InputChanged event, the UserInputService service must be used
local userInputService = game:GetService("UserInputService")

-- Prints the current input position and the change (delta) in position
local function printMovement(input)
    print("\tPosition:",input.Position)
    print("\tMovement Delta:",input.Delta)
end
 
-- A sample function providing multiple usage cases for various types of user input
local function InputChanged(input, gameProcessed)
    if input.UserInputType == Enum.UserInputType.MouseMovement then
   	 print("The mouse has been moved!")
   	 printMovement(input)
    elseif input.UserInputType == Enum.UserInputType.MouseWheel then
   	 print("The mouse wheel has been scrolled!")
   	 print("\tWheel Movement:",input.Position.Z)
    elseif input.UserInputType == Enum.UserInputType.Gamepad1 then
   	 if input.KeyCode == Enum.KeyCode.Thumbstick1 then
   		 print("The left thumbstick has been moved!")
   		 printMovement(input)
   	 elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
   		 print("The right thumbstick has been moved!")
   		 printMovement(input)
   	 elseif input.KeyCode == Enum.KeyCode.ButtonL2 then
   		 print("The pressure being applied to the left trigger has changed!")
   		 print("\tPressure:",input.Position.Z)
   	 elseif input.KeyCode == Enum.KeyCode.ButtonR2 then
   		 print("The pressure being applied to the right trigger has changed!")
   		 print("\tPressure:",input.Position.Z)
   	 end
    elseif input.UserInputType == Enum.UserInputType.Touch then
   	 print("The user's finger is moving on the screen!")
   	 printMovement(input)
    elseif input.UserInputType == Enum.UserInputType.Gyro then
   	 local rotInput,rotCFrame = UserInputService:GetDeviceRotation()
   	 local rotX,rotY,rotZ = rotCFrame:toEulerAnglesXYZ()
   	 local rot = Vector3.new(math.deg(rotX),math.deg(rotY),math.deg(rotZ))
   	 print("The rotation of the user's mobile device has been changed!")
   	 print("\tPosition",rotCFrame.p)
   	 print("\tRotation:",rot)
    elseif input.UserInputType == Enum.UserInputType.Accelerometer then
   	 print("The acceleration of the user's mobile device has been changed!")
   	 printMovement(input)
    end    
end

userInputService.InputChanged:Connect(InputChanged)