roblox-input ยท diff
git:20260823.ea762f2 to git:20260823.a8eefb3
2 added, 2 removed. Audit A to A.
---
name: roblox-input
description: "Use when handling Roblox keyboard, mouse, gamepad, touch, motion input, or cross-platform action binding."
last_reviewed: 2026-08-13
sources:
- https://devforum.roblox.com/t/the-correct-way-to-design-mobile-buttons/2494558
- https://create.roblox.com/docs/reference/engine/classes/UserInputService
- https://create.roblox.com/docs/projects/server-authority
---
# Roblox Input
## When to Load
Load for keyboard, mouse, gamepad, touch, motion, or cross-platform action binding. Client-side only. For simulation-affecting input in a Server Authority project, use the Input Action System rather than traditional input events.
## Quick Reference
**Core events** (`UserInputService`): `InputBegan`, `InputChanged`, `InputEnded` fire as `(input: InputObject, gameProcessedEvent: boolean)`. `InputBegan` does NOT fire for mouse wheel. Events only fire while the client window is focused.
- **Prefer `ContextActionService` over `InputBegan`** for gameplay: free conflict resolution (chat won't steal H) and free mobile buttons:
+ **Prefer `ContextActionService` over `InputBegan`** for gameplay โ free conflict resolution (chat won't steal H) and free mobile buttons:
```luau
local CAS = game:GetService("ContextActionService")
local function onAction(name, state, _input)
if name == "Jump" and state == Enum.UserInputState.Begin then
humanoid.Jump = true
end
end
CAS:BindAction("Jump", onAction, true,
Enum.KeyCode.Space, Enum.KeyCode.ButtonA)
```
`BindAction(name, handler, createTouchButton, ...inputTypes)`. Handler returns `ContextActionResult.Sink` to consume, `.Pass` to fall through.
**Server Authority:** use `InputAction`/`InputContext` for inputs that affect the core simulation, store the input state where the synchronized simulation can read it, and process it through `RunService:BindToSimulation()` (requires `Workspace.UseFixedSimulation` enabled in Studio). `ContextActionService` remains appropriate for UI-only or classic-project actions.
**Gamepad UI focus:** separate gameplay bindings from menu selection. Set `GuiService.SelectedObject`, mark controls `Selectable`, and test nested/modal navigation.
**Gamepad:** use `GetConnectedGamepads()` and listen to connection changes.
**Touch:** use high-level gesture events or raw `TouchStarted`/`TouchMoved`/`TouchEnded` when tracking fingers.
**Pitfalls**:
- `gameProcessedEvent=true` in InputBegan โ UI consumed it. Filter for gameplay.
- `BindAction` is stack-based: most-recent wins. Use `BindActionAtPriority`.
- Client-only. Server scripts silently no-op.
- - `JumpRequest` fires multiple times per jump; debounce.
+ - `JumpRequest` fires multiple times per jump โ debounce.
- Mouse wheel only fires `InputChanged`.
Full event tables and polling methods: `references/full.md`.