InputObject
What one input event carries.
An InputObject is handed to UserInputService listeners. It says what was pressed or moved and where it happened. You read them; the engine creates them.
Properties
| Property | Type | What it does |
|---|---|---|
| KeyCode | Enum.KeyCode | The key involved, for keyboard input. |
| UserInputType | Enum.UserInputType | Keyboard, mouse button, wheel, touch, or focus. |
| UserInputState | Enum.UserInputState | Begin, Change, End, Cancel, or None. |
| Position | Vector3 | Screen pixels in X and Y. For the mouse wheel, Z holds the wheel delta. |
| Delta | Vector3 | How far the input moved, in pixels. Wheel delta in Z. |
All five are read-only.
Members
An InputObject has no methods or events of its own, and the shared Instance members do not do much on one. See Instance.
Example
local UserInputService = game:GetService("UserInputService")
UserInputService.InputBegan:Connect(function (input, gameProcessed)
if gameProcessed then
return
end
if input.UserInputType == Enum.UserInputType.MouseButton1 then
print("clicked at", input.Position.X, input.Position.Y)
elseif input.KeyCode == Enum.KeyCode.E then
print("E pressed")
end
end)
See also
- UserInputService: where input objects come from.
- Enum: the key and input lists.
- Instance: the shared members.
- API Reference