UserInputService¶
UserInputService is primarily used to detect the input types available on a
user's device, as well as detect input events.
Note: Keyboard, mouse, touch, and gamepad input are present.
Description¶
UserInputService is primarily used to detect the input types available on a
user's device, as well as detect input events. It allows you to perform
different actions depending on the device and, in turn, provide the best
experience for the end user.
As this service is intended for client-side usage only, its properties, methods, and events can only be used in a LocalScript, a ModuleScript required by a LocalScript, or a Script with RunContext set to RunContext.Client.
Inheritance¶
Object → Instance → UserInputService
Nova inheritance: Instance → UserInputService
Properties¶
AccelerometerEnabled Supported Property Describes whether the user's device has an accelerometer.
Describes whether the user's device has an accelerometer.
This property describes whether the user's device has an accelerometer, a component found in most mobile devices that measures acceleration (change in speed).
If the device has an enabled accelerometer, you can get its current acceleration by using the GetDeviceAcceleration() method or track when the device's acceleration changes through the DeviceAccelerationChanged event.
GamepadEnabled Supported Property Describes whether the user's device has an available gamepad.
This property describes whether the user's device has an available
gamepad. If true, you can use gamepad‑related methods such as
GetConnectedGamepads().
For seamless cross-platform compatibility on mixed-input devices, see PreferredInput which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.
GyroscopeEnabled Supported Property Describes whether the user's device has a gyroscope.
Describes whether the user's device has a gyroscope.
This property describes whether the user's device has a gyroscope, a component found in most mobile devices that detects orientation and rotational speed.
If the device has a gyroscope, you can incorporate it into your experience using the GetDeviceRotation() method or track when the device's rotation changes through the DeviceRotationChanged event.
IsVREnabled Supported Property Deprecated
No description available.
KeyboardEnabled Supported Property Describes whether the user's device has a keyboard available.
This property describes whether the user's device has a keyboard
available. If true, you can use key‑related methods such as
IsKeyDown() or
GetKeysPressed().
For seamless cross-platform compatibility on mixed-input devices, see PreferredInput which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.
ModalEnabled Supported Property Deprecated Toggles whether Roblox's mobile controls are hidden on mobile devices.
Toggles whether Roblox's mobile controls are hidden on mobile devices.
The ModalEnabled property determines whether character controls are
hidden on TouchEnabled devices. By
default, this property is false and controls are visible.
This property will only work when used in a LocalScript running for the player whose character controls are to be hidden.
Even if mobile controls are hidden for a player on a touch‑enabled device, other events such as InputBegan and TouchSwipe can still be used to process other forms of input.
MouseBehavior Supported Property Determines whether the user's mouse can be moved freely or is locked.
Determines whether the user's mouse can be moved freely or is locked.
This property sets how the user's mouse behaves based on the MouseBehavior enum. It can be set to three values:
- MouseBehavior.Default — The mouse moves freely around the user's screen.
- MouseBehavior.LockCenter — The mouse is locked and cannot move from the center of the user's screen.
- MouseBehavior.LockCurrentPosition — The mouse is locked and cannot move from its current position on the user's screen at the time of locking.
The value of this property does not affect the sensitivity of events tracking mouse movement. For example, GetMouseDelta returns the same Vector2 screen position in pixels regardless of whether the mouse is locked or able to move freely around the user's screen. As a result, default scripts like those controlling the camera are not impacted by this property.
This property is overridden if a GuiButton with Modal enabled is Visible unless the player's right mouse button is down.
Note that if the mouse is locked, InputChanged will still fire when the player moves the mouse and will pass in the delta that the mouse attempted to move by. Additionally, if the player is kicked from the experience, the mouse will be forcefully unlocked.
MouseEnabled Supported Property Describes whether the user's device has a mouse available.
This property describes whether the user's device has a mouse available.
If true, you can use mouse‑related methods such as
GetMouseLocation().
For seamless cross-platform compatibility on mixed-input devices, see PreferredInput which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.
MouseIconEnabled Supported Property Determines whether the mouse icon is visible.
This property determines whether the mouse icon is visible. To detect when this property changes, you must listen to when the MouseEnabled property changes.
OverrideMouseIconBehavior Supported Property
No description available.
RobloxScriptSecurityTouchEnabled Supported Property Describes whether the user's device has a touch screen available.
This property describes whether the user's device has a touch screen
available. If true, you can use touch‑related events such as
TouchStarted and
TouchMoved.
For seamless cross-platform compatibility on mixed-input devices, see PreferredInput which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.
UserHeadCFrame Supported Property Deprecated Describes the orientation and position of a user's head, if they are actively using a virtual reality headset.
Describes the orientation and position of a user's head, if they are actively using a virtual reality headset.
The UserHeadCFrame used to describe the orientation and position of a user's head, if they are actively using a virtual reality headset.
VREnabled Supported Property Deprecated Indicates whether the user is using a virtual reality headset.
Indicates whether the user is using a virtual reality headset.
This property describes whether the user is using a virtual reality (VR)
device. If true, you can use VR‑related properties, methods, and events
in VRService.
Methods¶
GamepadSupports Supported Function Returns whether the given UserInputType gamepad supports a button corresponding with the given KeyCode.
This method returns whether the given UserInputType gamepad supports a button corresponding with the given KeyCode.
Roblox reference signature
GetConnectedGamepads Supported Function Returns an array of UserInputType gamepads currently connected.
This method returns an array of UserInputType gamepads currently connected. If no gamepads are connected, the array will be empty.
Alternatively to detecting all gamepads, the PreferredInput property can be used to more accurately reflect which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.
GetDeviceAcceleration Supported Function Returns an InputObject that describes the device's current acceleration.
This method returns an InputObject that describes the device's current acceleration. For this to function, the user's device must have an enabled accelerometer as queried through the AccelerometerEnabled property.
To track when the device's acceleration changes, use the DeviceAccelerationChanged event.
GetDeviceGravity Supported Function Returns an InputObject describing the device's current gravity vector.
This method returns an InputObject describing the device's current gravity vector. The vector is determined by the device's orientation relative to the real-world force of gravity. For example:
Datatype.Vector3|Vector3.new(0, 0, -9.81)if the device is perfectly upright (portrait)Datatype.Vector3|Vector3.new(9.81, 0, 0)if the left side of the device is pointing downDatatype.Vector3|Vector3.new(0, -9.81, 0)if the back of the device is pointing down
Gravity is only tracked for devices with an enabled gyroscope as queried through GyroscopeEnabled.
To track when the device's gravity changes, use the DeviceGravityChanged event.
GetDeviceRotation Supported Function Returns an InputObject and a CFrame describing the device's current rotation vector.
This method returns an InputObject and a CFrame describing the device's current rotation vector.
Device rotation is only tracked for devices with an enabled gyroscope as queried through GyroscopeEnabled.
GetFocusedTextBox Supported Function Returns the TextBox the client is currently focused on.
This method returns the TextBox the client is currently focused
on. A TextBox can be manually selected by the user, or selection
can be forced using the TextBox.CaptureFocus() method. If no
TextBox is selected, this method will return nil.
GetGamepadConnected Supported Function Returns whether a gamepad with the given UserInputType is connected.
This method returns whether a gamepad with the given UserInputType is connected.
Alternatively to detecting a specific gamepad by UserInputType, the PreferredInput property can be used to more accurately reflect which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.
GetGamepadState Supported Function Returns an array of InputObjects for all available inputs on the given gamepad, representing each input's last input state.
This method returns an array of InputObjects for all available inputs on the given UserInputType gamepad, representing each input's last input state.
GetKeysPressed Supported Function Returns an array of InputObjects associated with the keys currently being pressed down.
Returns an array of InputObjects associated with the keys currently being pressed down.
This method returns an array of InputObjects associated with the keys currently being pressed down. The array can be iterated through to determine which keys are currently being pressed, using the InputObject.KeyCode names or values.
To check if a specific key is being pressed, use IsKeyDown().
GetLastInputType Supported Function Returns the UserInputType associated with the user's most recent input.
This method returns the UserInputType associated with the user's most recent input. For example, if the user's previous input had been pressing the A key, the returned UserInputType value would be Keyboard.
For seamless cross-platform compatibility on mixed-input devices, see
PreferredInput which more
accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the
player is likely using as the primary input. GetLastInputType()
remains for advanced workflows or control schemes that rely on detecting
and responding to the player's specific most recent UserInputType.
GetPlatform Supported Function
No description available.
RobloxScriptSecurityGetSupportedGamepadKeyCodes Supported Function Returns an array of KeyCodes that the gamepad associated with the given UserInputType supports.
This method returns an array of KeyCodes that the gamepad associated with the given UserInputType supports. If called on a non‑connected gamepad, returns an empty array.
To determine if a specific KeyCode is supported, use GamepadSupports().
Roblox reference signature
GetUserCFrame Supported Function Deprecated Returns a CFrame describing the position and orientation of a specified virtual reality device.
The UserInputService.GetUserCFrame() method returns a CFrame describing the position and orientation of a specified UserCFrame virtual reality (VR) device. If the specified device is not connected, the method returns CFrame.new().
For example, the code snippet below prints the CFrame of the user's VR headset.
local UserInputService = game:GetService("UserInputService")
local cframe = UserInputService:GetUserCFrame(Enum.UserCFrame.Head)
print(cframe)
By using the method, players can implement features such as re-positioning the user's in-game character corresponding to the location of a connected VR device. This can be done by changing the CFrame of the user's in-game body parts to match the CFrame of the specified VR device using UserCFrame and CFrame value arguments passed by the event.
See also:
- UserInputService.UserCFrameChanged, an event which fires when the CFrame of a VR device changes
- VRService, a service used to implement VR support
As this event only fires locally, it can only be used in a LocalScript.
IsKeyDown Supported Function Returns whether the given key is currently held down.
Returns whether the given key is currently held down.
This method returns true if a particular key is pressed on a keyboard,
otherwise returns false.
See also InputBinding as a way to hook key and other input interactions to InputActions.
RecenterUserHeadCFrame Supported Function Recenters the CFrame of the VR headset to the current orientation of the headset worn by the user.
This method recenters the CFrame of the VR headset to the current orientation of the headset worn by the user. This means that the headset's current orientation is set to CFrame.new().
This method behaves identically to the VRService method RecenterUserHeadCFrame().
Events¶
DeviceAccelerationChanged Supported Event Fires when a user moves a device that has an accelerometer.
Fires when a user moves a device that has an accelerometer.
This event fires when a user moves a device that has an accelerometer, a component found in most mobile devices that measures acceleration (change in speed). To determine whether a user's device has an accelerometer enabled, use AccelerometerEnabled.
This event can be used along with GetDeviceAcceleration() to determine the current movement of a user's device.
DeviceGravityChanged Supported Event Fires when the force of gravity changes on a device that has an enabled accelerometer.
Fires when the force of gravity changes on a device that has an enabled accelerometer.
This event fires when the device's gravity Vector3 changes on a device that has an accelerometer. To determine whether a user's device has an accelerometer enabled, use AccelerometerEnabled.
A device's gravity vector represent the force of gravity on each of the
device's X, Y, and Z axes. While gravity never changes, the
force it exerts on each axis changes when the device rotates and changes
orientation. The force value exerted on each axis is a unit vector ranging
from -1 to 1.
If the device has an enabled accelerometer, you can use the GetDeviceGravity() method to get the current force of gravity on the user's device.
DeviceRotationChanged Supported Event Fires when a user rotates a device that has a gyroscope.
Fires when a user rotates a device that has a gyroscope.
This event fires when a user rotates a device that has a gyroscope, a component found in most mobile devices that detects orientation and rotational speed. To check if a user's device has an enabled gyroscope, use GyroscopeEnabled.
To query the current device rotation, use the GetDeviceRotation() method.
Note that this event only fires when the Roblox client window is in focus. Inputs will not be captured when the window is minimized.
GamepadConnected Supported Event Fires when a gamepad is connected to the client.
This event fires when a gamepad is connected to the client. You can also use GetConnectedGamepads() to find the correct gamepad to use.
Alternatively, you can detect value changes to the PreferredInput property which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.
See also GamepadDisconnected.
GamepadDisconnected Supported Event Fires when a gamepad is disconnected from the client.
This event fires when a gamepad is disconnected from the client.
Alternatively, you can detect value changes to the PreferredInput property which more accurately reflects which input (mouse/keyboard, touch, gamepad, etc.) the player is likely using as the primary input.
See also GamepadConnected.
InputBegan Supported Event Fires when a user begins interacting with an input device such as a mouse or gamepad.
This event fires when a user begins interacting with an input device such as a mouse or gamepad, such as when they first interact with a gamepad button, although it does not capture mouse wheel movements. Can be used along with InputChanged and InputEnded to track when user input begins, changes, and ends.
See also InputBinding as a way to hook input device interactions to InputActions.
Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.
InputChanged Supported Event Fires when a user changes how they're interacting with an input device such as a mouse or gamepad.
This event fires when a user changes how they're interacting with an input device such as a mouse or gamepad. Can be used along with InputBegan and InputEnded to track when user input begins, changes, and ends.
See also InputBinding as a way to hook input device interactions to InputActions.
Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.
InputEnded Supported Event Fires when a user stops interacting with an input device such as a mouse or gamepad.
This event fires when a user stops interacting with an input device such as a mouse or gamepad, such as when they release a gamepad button. Can be used along with InputBegan and InputChanged to track when user input begins, changes, and ends.
See also InputBinding as a way to hook input device interactions to InputActions.
Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.
JumpRequest Supported Event Fires whenever the client makes a request for their character to jump.
Fires whenever the client makes a request for their character to jump.
This event fires when there is a jump request from the client, for example
when the client presses the spacebar or jump button on mobile. Default
behavior is to set the player's Humanoid.Jump property to true
which makes the player's character jump.
Since this event fires multiple times for a single jump request, using a debounce is recommended. This event does not fire if Player.Character is set to nil.
LastInputTypeChanged Supported Event Fires whenever the client's UserInputType is changed.
This event fires whenever the client's UserInputType is changed.
To get the value of the last input type, regardless of whether it has changed, use the GetLastInputType() method.
TextBoxFocused Supported Event Fires when the client focuses on a TextBox.
Fires when the client focuses on a TextBox.
This event fires when the client gains focus on a TextBox, typically when a user clicks/taps it to begin inputting text. Also fires if the TextBox is focused using TextBox.CaptureFocus(). Can be used alongside TextBoxFocusReleased to track when a TextBox loses focus.
See also GetFocusedTextBox(), TextBox.Focused, and TextBox.FocusLost.
TextBoxFocusReleased Supported Event Fires when the client loses focus on a TextBox.
Fires when the client loses focus on a TextBox.
This event fires when the client loses focus on a TextBox, typically when a user stops text entry by pressing Enter or clicking/touching elsewhere on the screen. Can be used alongside TextBoxFocused to track when a TextBox gains focus.
See also GetFocusedTextBox(), TextBox.Focused, and TextBox.FocusLost.
TouchEnded Supported Event Fires when a user releases their finger from the screen of a TouchEnabled device.
This event fires when a user releases their finger from the screen of a TouchEnabled device. Can be paired with TouchStarted to determine when a user starts and stops touching the screen.
Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.
TouchLongPress Supported Event Fires when a user holds at least one finger for a short amount of time on the screen of a TouchEnabled device.
This event fires when a user holds at least one finger for a short amount of time on the screen of a TouchEnabled device.
Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.
Roblox reference signature
TouchMoved Supported Event Fires when a user moves their finger on the screen of a TouchEnabled device.
This event fires when a user moves their finger on the screen of a TouchEnabled device, useful for tracking whether a user is moving their finger on the screen and where they're moving it. Can be paired with TouchStarted and TouchEnded to determine when a user starts touching the screen, how their finger moves while touching it, and when the they stop touching the screen.
Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.
TouchPan Supported Event Fires when the user drags at least one finger on the screen of a TouchEnabled device.
TouchPan(Array touchPositions, Vector2 totalTranslation, Vector2 velocity, UserInputState state, bool gameProcessedEvent)
This event fires when the user drags at least one finger on the screen of a TouchEnabled device.
Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.
Roblox reference signature
TouchPinch Supported Event Fires when a user performs a pinch gesture on the screen of a TouchEnabled device.
TouchPinch(Array touchPositions, float scale, float velocity, UserInputState state, bool gameProcessedEvent)
This event fires when a user performs a pinch gesture on the screen of a TouchEnabled device.
Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.
Roblox reference signature
TouchRotate Supported Event Fires when a user rotates two fingers on the screen of a TouchEnabled device.
TouchRotate(Array touchPositions, float rotation, float velocity, UserInputState state, bool gameProcessedEvent)
This event fires when a user rotates two fingers on the screen of a TouchEnabled device.
Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.
Roblox reference signature
TouchStarted Supported Event Fires when a user places their finger on the screen of a TouchEnabled device.
This event fires when a user places their finger on the screen of a TouchEnabled device. Can be paired with TouchEnded to determine when a user starts and stops touching the screen.
Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.
TouchSwipe Supported Event Fires on a TouchEnabled device when a user places their finger(s) down on the screen, pans across the screen, and lifts their finger(s) off with a ce…
This event fires on a TouchEnabled device when a user places their finger(s) down on the screen, pans across the screen, and lifts their finger(s) off with a certain speed of movement.
For more precise tracking of touch input movement, use TouchMoved.
Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.
Roblox reference signature
TouchTap Supported Event Fires when a user taps their finger on the screen of a TouchEnabled device.
This event fires when a user taps their finger on the screen of a TouchEnabled device, regardless of whether the user taps in the 3D world or on a GuiObject element. If you're looking for an event that only fires when the user taps in the 3D world, use TouchTapInWorld.
Note that this event only fires when the Roblox client window is in focus. It will not fire when the window is minimized.
UserCFrameChanged Supported Event Deprecated Fires when the CFrame of a specified Virtual Reality device changes.
Fires when the CFrame of a specified Virtual Reality device changes.
The UserCFrameChanged event fires when the CFrame of a VR device changes.
This event can be used to track the movement of a connected VR device.
Using the event, you can implement features such as moving the user's in-game character limbs as the user moves their VR device. This can be done by changing the CFrame of the user's in-game limbs to match the CFrame changes of the VR device using the UserCFrame enum and CFrame value arguments passed by the event.
To retrieve the CFrame of a connected VR device, use UserInputService.GetUserCFrame().
As the event fires locally, it can only be used in a LocalScript.
See also:
- VRService, used to implement support, including an identical event VRService.UserHeadCFrameChanged
- Camera.HeadLocked, when this property is
truethe Camera will automatically track the head motion of a player using a VR device - Camera.GetRenderCFrame(), a method which retrieves the CFrame the Camera is being orientated at, including the impact of VR devices
WindowFocused Supported Event Fires when the window of the Roblox client gains focus on the user's screen.
Fires when the window of the Roblox client gains focus on the user's screen.
This event fires when the window of the Roblox client gains focus, typically when it is maximized or actively opened by the user. Can be used alongside WindowFocusReleased to track when the client loses focus on a user's screen.
WindowFocusReleased Supported Event Fires when the window of the Roblox client loses focus on the user's screen.
Fires when the window of the Roblox client loses focus on the user's screen.
This event fires when the window of the Roblox client loses focus, typically when it is minimized by the user. Can be used alongside WindowFocused to track when the client gains focus on a user's screen.
Inherited members¶
Inherited from Instance: 8 properties, 36 methods, 7 events. They are documented on the base class page.
24 modern Roblox member(s) are not implemented yet — expand to inspect
Members declared by Roblox's UserInputService class (or by a missing base class) that Nova does not expose. Use this list to scope a migration; the compatibility guide has the recommended workaround.
Properties¶
| Member | Signature | Status | Notes | Flags |
|---|---|---|---|---|
MouseDeltaSensitivity |
MouseDeltaSensitivity: float |
Not yet | Scales the delta (change) output of the user's Mouse. | NotReplicated |
MouseIcon |
MouseIcon: ContentId |
Not yet | The content ID of the image for the user's mouse icon. | — |
MouseIconContent |
MouseIconContent: Content |
Not yet | The content ID of the image for the user's mouse icon. Only supports asset URIs. | — |
OnScreenKeyboardPosition |
OnScreenKeyboardPosition: Vector2 |
Not yet | Determines the position of the on-screen keyboard. | ReadOnly, NotReplicated |
OnScreenKeyboardSize |
OnScreenKeyboardSize: Vector2 |
Not yet | Determines the size of the on-screen keyboard. | ReadOnly, NotReplicated |
OnScreenKeyboardVisible |
OnScreenKeyboardVisible: bool |
Not yet | Describes whether an on-screen keyboard is currently visible on the user's screen. | ReadOnly, NotReplicated |
PreferredInput |
PreferredInput: PreferredInput |
Not yet | Queries the primary input type a player is using, based on anticipated user behavior. | ReadOnly, NotReplicated |
TouchScreenEnabled |
TouchScreenEnabled: bool |
Not yet | Describes whether the user's device has a touch screen, reflecting the device's true hardware capability. | ReadOnly, NotReplicated, RobloxScriptSecurity |
Methods¶
| Member | Signature | Status | Notes | Flags |
|---|---|---|---|---|
CreateVirtualInput |
UserInputService:CreateVirtualInput(): Object |
Not yet | Creates a VirtualInput object for simulating mouse, keyboard, and pointer input. | — |
GetDeviceLevel |
UserInputService:GetDeviceLevel(): DeviceLevel |
Not yet | — | RobloxScriptSecurity |
GetDeviceType |
UserInputService:GetDeviceType(): DeviceType |
Not yet | — | RobloxScriptSecurity |
GetImageForKeyCode |
UserInputService:GetImageForKeyCode(keyCode: KeyCode): ContentId |
Not yet | Returns an image for the requested KeyCode. | — |
GetMouseButtonsPressed |
UserInputService:GetMouseButtonsPressed(): Instances |
Not yet | Returns an array of InputObjects associated with the mouse buttons currently being held down. | — |
GetMouseDelta |
UserInputService:GetMouseDelta(): Vector2 |
Not yet | Returns the change, in pixels, of the position of the player's Mouse in the last rendered frame. Only works if the mouse is locked. | — |
GetMouseLocation |
UserInputService:GetMouseLocation(): Vector2 |
Not yet | Returns the current screen location of the player's Mouse relative to the top-left corner of the screen. | — |
GetPasteText |
UserInputService:GetPasteText(): string |
Not yet | — | RobloxScriptSecurity |
GetStringForKeyCode |
UserInputService:GetStringForKeyCode(keyCode: KeyCode, format: KeyCodeStringFormat = Default): string |
Not yet | Returns a string representing a key the user should press in order to input a given KeyCode, optionally in an abbreviated format. | — |
IsGamepadButtonDown |
UserInputService:IsGamepadButtonDown(gamepadNum: UserInputType, gamepadKeyCode: KeyCode): bool |
Not yet | Determines whether a particular button is pressed on a gamepad. | — |
IsMouseButtonPressed |
UserInputService:IsMouseButtonPressed(mouseButton: UserInputType): bool |
Not yet | Returns whether the given mouse button is currently held down. | — |
SendAppUISizes |
UserInputService:SendAppUISizes(statusBarSize: Vector2, navBarSize: Vector2, bottomBarSize: Vector2, rightBarSize: Vector2): null |
Not yet | — | RobloxScriptSecurity |
Events¶
| Member | Signature | Status | Notes | Flags |
|---|---|---|---|---|
PointerAction |
PointerAction(wheel: float, pan: Vector2, pinch: float, gameProcessedEvent: bool) |
Not yet | Fires when the user performs a specific pointer action. | — |
StatusBarTapped |
StatusBarTapped(position: Vector2) |
Not yet | — | RobloxScriptSecurity |
TouchDrag |
TouchDrag(dragDirection: SwipeDirection, numberOfTouches: int, gameProcessedEvent: bool) |
Not yet | Fires when the user drags on the screen of a TouchEnabled device. | — |
TouchTapInWorld |
TouchTapInWorld(position: Vector2, processedByUI: bool) |
Not yet | Fires when a user taps their finger on the screen of a TouchEnabled device and the tap location is in the 3D world. | — |
Roblox reference: UserInputService
Generated from Nova's API dump and Roblox creator-docs. Nova-only members come from the engine's reflection metadata.