Roblox Input
Use when handling Roblox keyboard, mouse, gamepad, touch, motion input, or cross-platform action binding.
- Skill ID
- tabooharmony/roblox-brain/roblox-input
- Publisher
- tabooharmony
- Repository
- roblox-brain
- Installs
- 0
- Files
- 2
- Synced
- Sep 23, 2026
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=truein InputBegan → UI consumed it. Filter for gameplay.BindActionis stack-based: most-recent wins. UseBindActionAtPriority.- Client-only. Server scripts silently no-op.
JumpRequestfires multiple times per jump; debounce.- Mouse wheel only fires
InputChanged.
Full event tables and polling methods: references/full.md.
More from tabooharmony
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.
