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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:

  1. Mobile camera events, which rely on touch events
  2. 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.

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.