tabooharmony/roblox-brain2 files

Roblox Input

Use when handling Roblox keyboard, mouse, gamepad, touch, motion input, or cross-platform action binding.

Specification
Skill ID
tabooharmony/roblox-brain/roblox-input
Publisher
tabooharmony
Repository
roblox-brain
Installs
0
Files
2
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

tabooharmony/roblox-brain/roblox-inputInstalls these files
  • SKILL.md
  • references/full.md

What this skill tells the agent

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:

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.

Dragging: DragDetector (3D parts/models, physics-capable) and UIDragDetector (UI) make objects draggable with zero code; events DragStart/DragContinue/DragEnd.

Pitfalls:

  • gameProcessedEvent=true in InputBegan → 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.
  • Mouse wheel only fires InputChanged.

Full event tables and polling methods: references/full.md.

Use this skill in a project

Open any RiverX project, search the Skills panel for tabooharmony/roblox-brain/roblox-input, and install it in one click.

Use this skill