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Input

Static Class

This object is a static class. It can be accessed by using its name as a keyword like this: Input.

Additionally, it cannot be created in the creator menu or with Instance.New().

Input is a class used for retrieving user input data, such as the mouse and keyboard.

Events

KeyDown

Parameters: key [ string ]

Fires when a key is pressed.

Example

Input.KeyDown:Connect(function (key)
    print(key .. " was pressed!")

    if key == "P" then
        print("The 'P' key was pressed!")
    end
end)

KeyUp

Parameters: key [ string ]

Fires when a key is released.

Input.KeyUp:Connect(function (key)
    print(key .. " was pressed!")

    if key == "P" then
        print("The 'P' key was pressed!")
    end
end)

Methods

Undocumented Methods

This section is a work in progress! The methods GetMouseWorldPoint, and GetMouseWorldPosition, are not written yet. Want to contribute? Go to the GitHub and open a pull request here!

GetAxis → float

Parameters: axisName [ string ]

Returns the value of the specified axis.

GetAxisRaw → float

Parameters: axisName [ string ]

Returns the value of the specified axis without smoothing filtering.

GetButton → boolean

Parameters: buttonName [ string ]

Returns true if the specified button is being held down.

GetButtonDown → boolean

Parameters: buttonName [ string ]

Returns true during the frame in which the specified button was pressed.

GetButtonUp → boolean

Parameters: buttonName [ string ]

Returns true during the frame in which the specified button was released.

GetKey → boolean

Parameters: keyName [ string ]

Returns true if the specified key is being held down.

GetKeyDown → boolean

Parameters: keyName [ string ]

Returns true during the frame in which the specified key was pressed.

GetKeyUp → boolean

Parameters: keyName [ string ]

Returns true during the frame in which the specified key was released.

GetMouseButton → boolean

Parameters: mouseButton [ int ]

Returns true if the specified mouse button is being held down.

GetMouseButtonDown → boolean

Parameters: mouseButton [ int ]

Returns true during the frame in which the specified mouse button was pressed.

GetMouseButtonUp → boolean

Parameters: mouseButton [ int ]

Returns true during the frame in which the specified mouse button was released.

ScreenPointToRay → RayResult

Parameters

position [ Vector3 ]

List ignoreList = null

Cast a ray from the camera at screen point into the game world

ViewportPointToRay → RayResult

Parameters

position [ Vector3 ]

List ignoreList = null

Cast a ray from the camera at the specified ViewportPoint (Vector3 with components with values in range of 0 - 1 describing how far a point is to to right and to the top of the screen) into the game world

ScreenToViewportPoint → Vector3

Parameters: screenPosition [ Vector3 ]

Transforms screenPosition parameter from screen space into viewport space.

ScreenToWorldPoint → Vector3

Parameters: screenPosition [ Vector2 ]

Transforms screenPosition from screen space into world space.

World space coordinates can still be calculated even when provided as an off-screen coordinate.

ViewportToScreenPoint → Vector3

Parameters: viewportPosition [ Vector2 ]

Transforms viewportPosition from viewport space into screen space.

ViewportToWorldPoint → Vector3

Parameters: viewportPosition [ Vector2 ]

Transforms viewportPosition from viewport space into world space.

ViewportToWorldPoint transforms an x-y screen position into a x-y-z position in 3D space.

WorldToScreenPoint → Vector3

Parameters: worldPosition [ Vector3 ]

Transforms worldPosition from world space into screen space.

WorldToViewportPoint → Vector3

Parameters: worldPosition [ Vector3 ]

Transforms worldPosition from world space into viewport space.

Properties

AnyKey : boolean

Returns true if any key is being pressed.

AnyKeyDown : boolean

Returns true if any new key presses happened during the current frame. Held down key presses from previous frames do not count.

MousePosition : Vector2

Returns the current mouse position.

CursorLocked : boolean

Determines whether or not the cursor is locked.

Example

Input.CursorLocked = true

CursorVisible : boolean

Determines whether or not the cursor is visible.

Example

Input.CursorVisible = true