Collapse Sidebar


This function returns an array of Enum/UserInputType gamepads currently connected. If no gamepads are connected, this array will be empty. Additionally, it only returns UserInputType objects that are gamepads. For instance, this event will return a connected Gamepad1 object but not a Keyboard object.

For example, the following code snippet retrieves the connected gamepads and stores them in a variable named connectedGamepads.

local userInputService = game:GetService("UserInputService")
local connectedGamepads = userInputService:GetConnectedGamepads()

To check if a specific gamepad is connected, use UserInputService/GetGamepadConnected.

As UserInputService is client-side only, this function can only be used in a LocalScript.

See this page for articles on cross-platform development.

See also

  • UserInputService/GamepadConnected
  • UserInputService/GamepadDisconnected
  • UserInputService/GetConnectedGamepads
  • UserInputService/GetNavigationGamepads
  • UserInputService/SetNavigationGamepad
  • UserInputService/IsNavigationGamepad
  • UserInputService/IsGamepadButtonDown
  • UserInputService/GetSupportedGamepadKeyCodes
  • UserInputService/GetGamepadState
  • UserInputService/GetGamepadConnected
  • UserInputService/GamepadSupports
  • UserInputService/GamepadEnabled


Return Type Summary

An array of Enum/UserInputType|UserInputTypes corresponding with the gamepads connected to the user’s device

Code Samples

How to Use the Right Gamepad for Input

The following code sample is used in the default gamepad script, so if you are using the default controls you do not need to worry about this. If you are creating a custom script for handling gamepad controls, this is a good template for retrieving which Enum/UserInputType|gamepad enum you should use as the primary gamepad controller.

This code looks for the lowest numbered UserInputService/GetNavigationGamepad|navigation gamepad, and if no navigation gamepad is found, finds the lowest numbered UserInputService/GetConnectedGamepad|connected gamepad. If there is no connected gamepad, we default to gamepad1. This ensures at least some gamepad will be able to do controls.

local UserInputService = game:GetService("UserInputService")

local activeGamepad = nil
function GetActiveGamepad()
	local activateGamepad = nil
	local navigationGamepads = {}
	navigationGamepads = UserInputService:GetNavigationGamepads()
	if #navigationGamepads > 1 then
		for i = 1, #navigationGamepads do
			if activateGamepad == nil then
				activateGamepad = navigationGamepads[i]
			elseif navigationGamepads[i].Value < activateGamepad.Value then
				activateGamepad = navigationGamepads[i]
		local connectedGamepads = {}
		connectedGamepads = UserInputService:GetConnectedGamepads()
		if #connectedGamepads > 0 then
			for i = 1, #connectedGamepads do
				if activateGamepad == nil then
					activateGamepad = connectedGamepads[i]
				elseif connectedGamepads[i].Value < activateGamepad.Value then
					activateGamepad = connectedGamepads[i]
		if activateGamepad == nil then -- nothing is connected, at least set up for gamepad1
			activateGamepad = Enum.UserInputType.Gamepad1

	return activateGamepad

if UserInputService.GamepadEnabled then
	activeGamepad = GetActiveGamepad()