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InputAction

Defines a gameplay action mechanic. These actions are then mapped to hardware inputs using InputBinding.

This class is not browsable. It is not visible in Studio's object browser.
Tags: [NotBrowsable]

Member index 7

HistoryMember
663Enabled: bool
663Type: InputActionType
674Fire(state: Variant): null
661GetState(): Variant
661Pressed()
661Released()
661StateChanged(value: Variant)
inherited from Instance
553Archivable: bool
670Capabilities: SecurityCapabilities
553Name: string
553Parent: Instance
670Sandboxed: bool
616UniqueId: UniqueId
576AddTag(tag: string): null
573ClearAllChildren(): null
462Clone(): Instance
573Destroy(): null
486FindFirstAncestor(name: string): Instance
486FindFirstAncestorOfClass(className: string): Instance
486FindFirstAncestorWhichIsA(className: string): Instance
486FindFirstChild(name: string, recursive: bool = false): Instance
486FindFirstChildOfClass(className: string): Instance
486FindFirstChildWhichIsA(className: string, recursive: bool = false): Instance
486FindFirstDescendant(name: string): Instance
563GetActor(): Actor
486GetAttribute(attribute: string): Variant
462GetAttributeChangedSignal(attribute: string): RBXScriptSignal
631GetAttributes(): Dictionary
648GetChildren(): Instances
462GetDebugId(scopeLength: int = 4): string
486GetDescendants(): Array
486GetFullName(): string
641GetStyled(name: string): Variant
657GetStyledPropertyChangedSignal(property: string): RBXScriptSignal
576GetTags(): Array
576HasTag(tag: string): bool
486IsAncestorOf(descendant: Instance): bool
486IsDescendantOf(ancestor: Instance): bool
664IsPropertyModified(property: string): bool
573Remove(): null
576RemoveTag(tag: string): null
664ResetPropertyToDefault(property: string): null
573SetAttribute(attribute: string, value: Variant): null
462WaitForChild(childName: string, timeOut: double): Instance
648children(): Instances
553clone(): Instance
573destroy(): null
553findFirstChild(name: string, recursive: bool = false): Instance
648getChildren(): Instances
553isDescendantOf(ancestor: Instance): bool
573remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
657StyledPropertiesChanged()
553childAdded(child: Instance)
inherited from Object
647ClassName: string
647className: string
647GetPropertyChangedSignal(property: string): RBXScriptSignal
647IsA(className: string): bool
650isA(className: string): bool
647Changed(property: string)

Description

InputAction defines a gameplay action mechanic such as "Jump," "Sprint," or "Shoot." These actions are then mapped to hardware inputs using InputBinding. An InputAction will check for its first ancestor type of InputContext and register itself to that context (if there is no ancestor context, it will be registered to a default context).

History 11

Members 7

Enabled

TypeDefault
booltrue

Determines if the InputAction is enabled or not. The action state will be reset if this property is toggled to false.

History 2

Fire

Parameters (1)
stateVariant
Returns (1)
null

Updates the InputAction to the given state and fires the appropriate signals. This method is most useful for script‑triggered "input" where the passed state should trigger events like Pressed or StateChanged regardless of whether the player triggered that state through normal inputs.

This method will only accept a state parameter that matches the Type and attempting to call it with a mismatched type will cause an error, for example passing a state of 0.5 when the Type is Bool.

Note that this method follows the conditions of Pressed, Released, and StateChanged. For example, if you make multiple consecutive calls to Fire() with a state of true, StateChanged will only fire on the first state change and the subsequent calls to Fire() will do nothing.

History 2

GetState

Parameters (0)
No parameters.
Returns (1)
Variant

Returns the current state of the InputAction, for example true for an action with Type set to Bool.

History 1

Pressed

Parameters (0)
No parameters.

This event fires only when the Type is set to Bool, and only when the state transitions from false to true.

History 1

Released

Parameters (0)
No parameters.

This event fires only when the Type is set to Bool, and only when the state transitions from true to false.

History 1

StateChanged

Parameters (1)
valueVariant

This event fires for all InputActionType types whenever the state changes, except if the state attempts to transition to the same state.

History 1

Type

TypeDefault
InputActionTypeBool

Specifies what type of input value the action is expecting. See InputActionType for more details.

History 2

Settings