Type Index Pages
- BillboardGui
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Instance
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- AdvancedDragger
- HapticService
- FriendService
- GamepadService
No Result Found !!!
GetNavigationGamepads
For thread safety, this property is not safe to read in an unsynchronized thread.
This function returns an array of gamepad Enum/UserInputType|UserInputTypes
that are connected and enabled for GUI navigation. This list is in descending order of priority, meaning it can be iterated over to determine which gamepad should have navigation control.
Whether a connected gamepad is a navigation gamepad only determines which gamepad(s) control the navigation GUIs. This does not influence navigation controls.
Since UserInputService
is client-side only, this function can only be used in a LocalScript
.
See also
UserInputService/SetNavigationGamepad
, to enable or disable a gamepad for GUI navigationUserInputService/IsNavigationGamepad
, to verify if a gamepad is enabled for GUI navigationUserInputService/GetConnectedGamepads
, to return all gamepads connected regardless of GUI navigational control
Returns
Return Type | Summary |
---|---|
An array of |
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] end end else 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] end end end if activateGamepad == nil then -- nothing is connected, at least set up for gamepad1 activateGamepad = Enum.UserInputType.Gamepad1 end end return activateGamepad end if UserInputService.GamepadEnabled then activeGamepad = GetActiveGamepad() end
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