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UserInputState

UserInputState

Describes the state of how a user’s input is currently interacting with your game.


Enums

Name Value Description

Begin

0

When an /InputObject starts to interact with the game. For example, a mouse button down, or a key down, or when a touch begins touching the screen.

Change

1

When an /InputObjecthas already begun interacting with the game, and part of it’s state is changing. For example, a mouse position move, or a thumbstick moving, or when a touch begins to move across the screen.

End

2

When an /InputObject finishes interacting with the game. For example, a mouse button up, or a key up, or when a touch stops touching the screen.

Cancel

3

A special circumstance state that indicates this input is now being used for some other function. For example, binding two actions to the same input will cause a function to fire with Cancel.

None

4

A state that should never be seen in a game, essentially just marks the end of the enum.

Referenced by

  • UserInputService/TouchRotate
  • UserInputService/TouchPinch
  • UserInputService/TouchPan
  • UserInputService/TouchLongPress
  • InputObject/UserInputState
  • GuiObject/TouchRotate
  • GuiObject/TouchPinch
  • GuiObject/TouchPan
  • GuiObject/TouchLongPress
  • ContextActionService/CallFunction