Type Index Pages
- BillboardGui
- CanvasGroup
- Frame
- Hint
- ImageButton
- ImageLabel
- PlayerGui
- ScreenGui
- ScrollingFrame
- StarterGui
- SurfaceGui
- TextBox
- TextButton
- TextLabel
- UIAspectRatioConstraint
- UIGradient
- UIGridLayout
- UIListLayout
- UIPadding
- UIPageLayout
- UIScale
- UISizeConstraint
- UITableLayout
- UITextSizeConstraint
- VideoFrame
- ViewportFrame
- ChangeHistoryService
- CoreGui
- DataModelSession
- DockWidgetPluginGui
- MultipleDocumentInterfaceInstance
- Plugin
- PluginAction
- PluginGui
- PluginGuiService
- PluginManager
- PluginMenu
- PluginMouse
- PluginToolbar
- PluginToolbarButton
- QWidgetPluginGui
- Selection
- StandalonePluginScripts
- StatsItem
- StudioService
- StudioTheme
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-
Instance
- GameSettings
- DebugSettings
- BodyMover
- WeldConstraint
- HttpRbxApiService
- NotificationService
- Translator
- Lighting
- Beam
- GuiService
- UserInputService
- Studio
- Plugin
- HttpService
- Mouse
- BindableEvent
- RunService
- Pages
- Humanoid
- TestService
- PathfindingService
- Chat
- NetworkPeer
- Feature
- CharacterAppearance
- Constraint
- NetworkReplicator
- JointInstance
- Light
- BasePlayerGui
- AnalyticsService
- NetworkMarker
- BinaryStringValue
- FlyweightService
- Geometry
- LoginService
- InstancePacketCache
- ThirdPartyUserService
- TouchInputService
- RuntimeScriptService
- GuidRegistryService
- PartOperationAsset
- DialogChoice
- PhysicsService
- AdService
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- MarketplaceService
- TeleportService
- Accoutrement
- GamePassService
- AssetService
- InsertService
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- JointsService
- LogService
- InputObject
- Toolbar
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- AnimationTrack
- PhysicsSettings
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- CFrameValue
- Animation
- Color3Value
- BoolValue
- BrickColorValue
- Vector3Value
- AnimationController
- BindableFunction
- Button
- Trail
- LocalizationTable
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- DebuggerWatch
- ScriptDebugger
- Animator
- Attachment
- RemoteFunction
- RemoteEvent
- PluginManager
- Camera
- Stats
- Sky
- StarterPlayer
- Dragger
- TerrainRegion
- Path
- TextFilterResult
- Dialog
- StatsItem
- GoogleAnalyticsConfiguration
- ScriptContext
- ControllerService
- CacheableContentProvider
- ReflectionMetadataClasses
- ReflectionMetadataEnums
- DebuggerManager
- GuiBase
- UIBase
- LuaSourceContainer
- GuiItem
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- ServiceProvider
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- PostEffect
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- TouchTransmitter
- RobloxReplicatedStorage
- Visit
- LuaWebService
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- FlagStandService
- VirtualUser
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- Team
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- StarterGear
- Message
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- Configuration
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- Debris
- ReplicatedFirst
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- Folder
- TweenService
- Players
- ContextActionService
- StarterPlayerScripts
- SoundService
- KeyframeSequenceProvider
- VRService
- PluginGuiService
- Player
- Teams
- Pose
- Keyframe
- KeyframeSequence
- IntConstrainedValue
- DoubleConstrainedValue
- ForceField
- RayValue
- Fire
- Smoke
- Sparkles
- ParticleEmitter
- IntValue
- StringValue
- NumberValue
- Explosion
- ObjectValue
- SoundGroup
- UserGameSettings
- ClickDetector
- Sound
- Selection
- BadgeService
- TaskScheduler
- GlobalDataStore
- DataStoreService
- CustomEvent
- CustomEventReceiver
- VirtualInputManager
- FunctionalTest
- TweenBase
- SoundEffect
- ReflectionMetadataEvents
- ClusterPacketCache
- PVInstance
- FaceInstance
- Controller
- ReflectionMetadataCallbacks
- ReflectionMetadataFunctions
- ReflectionMetadataYieldFunctions
- ReflectionMetadataProperties
- ReflectionMetadata
- AdvancedDragger
- HapticService
- FriendService
- GamepadService
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UserInputState
UserInputState describes the state of an input being performed, following a specific flow depending on the InputObject/UserInputType|UserInputType
. It uses the enum of the same name, Enum/UserInputState
. See the enum page for a list of all possible values for this property.
See also
InputObject/Delta
InputObject/KeyCode
InputObject/Position
InputObject/UserInputType
Code Samples
Create a Custom CameraScript
By default, Roblox relies on a LocalScript
, described [here][1], to control the user’s camera. However, this script can be overridden with a custom CameraScript. The example below demonstrates how to create a custom script to control the user’s camera using many of the UserInputService
events.
The script is broken into two parts:
- Mobile camera events, which rely on touch events
- Non-mobile camera events, which rely on keyboard input and tracking the user’s movement
First, the camera script needs utility functions to setup the camera and set its Camera/CameraType|CameraType
to Scriptable so that the script can control the camera. It also needs a function to update the camera when it moves, rotates, and zooms.
Using touch events allows us to track user input as they interact with the touchscreen on their mobile device. These events allow us to handle camera movement, rotation, and zoom.
The second half of the code sample adds camera support for players on desktop devices. When input begans, the function Input() checks that the state of the input is Enum/UserInputState|Enum.UserInputState.Begin
to ignore all keypress inputs other than when the user first presses a key down. When the user presses I and O the camera zooms in and out. When the presses down and moves their left mouse button, the script Enum/MouseBehavior|locks
the player’s mouse by changing the UserInputService/MouseBehavior
property. The camera rotates according to the mouse’s UserInputService/GetMouseDelta|change in screen position
. When the player moves their character, the camera moves with them.
All of the parts discussed above are combined and shown in the code sample below.
-- ======================================== -- GLOBAL VARIABLES -- ======================================== local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") -- The camera used by the LocalPlayer local camera = game.Workspace.CurrentCamera local players = game:GetService("Players") local player = players.LocalPlayer local character = player.CharacterAdded:Wait() local torso = character:WaitForChild("Torso") local playerPosition = torso.Position local default_CameraPosition = torso.Position local default_CameraRotation = Vector2.new(0,math.rad(-60)) local default_CameraZoom = 15 local cameraPosition = default_CameraPosition local cameraRotation = default_CameraRotation local cameraZoom = default_CameraZoom local cameraRotationBounds = {math.rad(-81),math.rad(20)} local cameraZoomBounds = nil --{10,200} local touchDragSpeed = 0.15 local cameraSpeed = 0.1 local cameraRotateSpeed = 10 local cameraMouseRotateSpeed = 0.25 local cameraTouchRotateSpeed = 10 -- ======================================== -- ======================================== -- ======================================== -- UTILITY FUNCTIONS -- ======================================== local function SetCameraMode() camera.CameraType = "Scriptable" camera.FieldOfView = 80 camera.CameraSubject = nil end local function UpdateCamera() SetCameraMode() local cameraRotationCFrame = CFrame.Angles(0, cameraRotation.X, 0)*CFrame.Angles(cameraRotation.Y, 0, 0) camera.CFrame = cameraRotationCFrame + cameraPosition + cameraRotationCFrame*Vector3.new(0, 0, cameraZoom) camera.Focus = camera.CFrame - Vector3.new(0, camera.CFrame.p.Y, 0) end -- ======================================== -- ======================================== -- ======================================== -- MOBILE CAMERA EVENTS -- ======================================== -- Events used to control the camera for players using a mobile device -- ==================== -- CAMERA MOVE -- ==================== -- Fired by UserInputService.TouchPan local lastTouchTranslation = nil local function TouchMove(touchPositions, totalTranslation, velocity, state) if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then local difference = totalTranslation - lastTouchTranslation cameraPosition = cameraPosition + Vector3.new(difference.X, 0, difference.Y) UpdateCamera() end lastTouchTranslation = totalTranslation end -- ==================== -- CAMERA ROTATE -- ==================== -- Fired by UserInputService.TouchRotate local lastTouchRotation = nil local function TouchRotate(touchPositions, rotation, velocity, state) if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then local difference = rotation - lastTouchRotation cameraRotation = cameraRotation + Vector2.new(-difference,0)*math.rad(cameraTouchRotateSpeed*cameraRotateSpeed) UpdateCamera() end lastTouchRotation = rotation end -- ==================== -- CAMERA ZOOM -- ==================== -- Fired by UserInputService.TouchPinch local lastTouchScale = nil local function TouchZoom(touchPositions, scale, velocity, state) if state == Enum.UserInputState.Change or state == Enum.UserInputState.End then local difference = scale - lastTouchScale cameraZoom = cameraZoom * (1 + difference) if cameraZoomBounds ~= nil then cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2]) else cameraZoom = math.max(cameraZoom, 0) end UpdateCamera() end lastTouchScale = scale end local function Input() UpdateCamera() end -- ======================================== -- ======================================== -- NON-MOBILE CAMERA EVENTS -- ======================================== local function Input(inputObject) if inputObject.UserInputType == Enum.UserInputType.Keyboard then if inputObject.UserInputState == Enum.UserInputState.Begin then -- ==================== -- CAMERA ZOOM -- ==================== -- (I) Zoom In if inputObject.KeyCode == Enum.KeyCode.I then cameraZoom = cameraZoom - 15 elseif inputObject.KeyCode == Enum.KeyCode.O then cameraZoom = cameraZoom + 15 end -- (O) Zoom Out if cameraZoomBounds ~= nil then cameraZoom = math.min(math.max(cameraZoom, cameraZoomBounds[1]), cameraZoomBounds[2]) else cameraZoom = math.max(cameraZoom, 0) end UpdateCamera() end end -- ==================== -- CAMERA ROTATE -- ==================== local pressed = UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton1) if pressed then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition local rotation = userInputService:GetMouseDelta() cameraRotation = cameraRotation + rotation*math.rad(cameraMouseRotateSpeed) else UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end -- ==================== -- CAMERA MOVE -- ==================== local function PlayerChanged() local movement = torso.Position - playerPosition cameraPosition = cameraPosition + movement playerPosition = torso.Position UpdateCamera() end -- ======================================== -- ======================================== -- ======================================== -- DEVICE CHECK -- ======================================== -- Determine whether the user is on a mobile device if UserInputService.TouchEnabled then -- The user is on a mobile device, use Touch events UserInputService.TouchPan:Connect(TouchMove) UserInputService.TouchRotate:Connect(TouchRotate) UserInputService.TouchPinch:Connect(TouchZoom) else -- The user is not on a mobile device use Input events UserInputService.InputBegan:Connect(Input) UserInputService.InputChanged:Connect(Input) UserInputService.InputEnded:Connect(Input) -- Camera controlled by player movement wait(2) RunService:BindToRenderStep("PlayerChanged", Enum.RenderPriority.Camera.Value-1, PlayerChanged) end -- ======================================== -- ========================================
Binding Supported Gamepad KeyCodes
This example gets a list of navigation gamepads and a list of their supported Enum/KeyCodes
. Then, it iterates through the supported KeyCode list and binds the ButtonX and X keys to functions if they are supported by a gamepad using the ContextActionService/BindAction|ContextActionService
.
Check out this article to learn more about adding support for gamepad input into your game.
local UserInputService = game:GetService("UserInputService") local ContextActionService = game:GetService(“ContextActionService”) local function actionHandler(actionName, inputState, inputObj) if inputState == Enum.UserInputState.Begin then print("Action Handler: " .. actionName) end -- Since this function does not return anything, this handler will -- "sink" the input and no other action handlers will be called after -- this one. end local navGamepads = UserInputService:GetNavigationGamepads() for _, gamepad in pairs(navGamepads) do local supportedKeyCodes = UserInputService:GetSupportedGamepadKeyCodes() for _, keycode in pairs(supportedKeyCodes) do if (keycode == Enum.KeyCode.ButtonX) then ContextActionService:BindAction(“SampleAction”, actionHandler, false, Enum.KeyCode.ButtonX) end if (keycode == Enum.KeyCode.X) then ContextActionService:BindAction(“SampleAction”, actionHandler, false, Enum.KeyCode.X) end end end
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