BindActionAtPriority
For thread safety, this property is not safe to read in an unsynchronized thread.
BindActionAtPriority behaves like ContextActionService/BindAction|BindAction
but also allows a priority to be assigned to the bound action. If multiple actions are bound to the same input, the higher priority function is called regardless of the order in which the actions were bound. In other words, this function overrides the normal “stack” behavior of BindAction.
Parameters
Name | Type | Default | Description |
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|
A string representing the action being performed (e.g. “HonkHorn” or “OpenDoor”) |
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|
The action-handling function, called with the following parameters when the bound inputs are triggered: string (actionName), Enum.UserInputState and an InputObject |
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|
Whether a GUI button should be created for the action on touch input devices |
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The priority level at which the action should be bound (higher considered before lower) |
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Any number of Enum.KeyCode or Enum.UserInputType representing the inputs to bind to the action |
Returns
Return Type | Summary |
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Code Samples
ContextActionService BindAction Priorities
This code sample demonstrates how ContextActionService/BindActionAtPriority
can be used to bind actions out of order yet still have the same priority levels. Normally, ContextActionService/BindAction|BindAction
would operate on order (last bound action has highest priority), but priority levels override this. You can test this code by pasting it into a LocalScript
in StarterPlayerScripts
.