Mouse
Legacy object that contains members useful for pointer input.
Memory category | Instances |
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Member index 24
Description
Mouse has been superseded by UserInputService and ContextActionService, which cover a broader scope, are more feature rich, and support cross-platform patterns better. It remains supported because of its widespread use, but you should strongly consider using these alternatives.
The Mouse object houses various API for pointers, primarily for buttons and raycasting. It can be accessed through Player:GetMouse() called on the Players.LocalPlayer in a LocalScript. It is also passed by the Tool.Equipped event.
- It is most notable for the Icon property, which changes the cursor's appearance.
- It continually raycasts the screen mouse position into the 3D world using the TargetFilter property, storing the results of the raycast in the Hit, Target, and TargetSurface properties. These can be useful for simple cases, but WorldRoot:Raycast() should be used in more complicated raycasting scenarios.
- Plugins can use Plugin:GetMouse() to get a PluginMouse, which behaves similarly.
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Note:
This object does not control/restrict pointer movement. For this, see UserInputService.MouseBehavior and UserInputService.MouseDeltaSensitivity.
If two functions are connected to same input event, such as Button1Down, both functions will run when the event fires. There is no concept of sinking/passing input, as events don't support this behavior. However, ContextActionService does have this behavior through BindAction.
While a mouse may not be available on all platforms, Mouse will still function on mobile (touch) and console (gamepad), which don't typically have mice or pointer hardware. For explicit cross-platform behaviors, use UserInputService and ContextActionService.
See Input and Camera for more information on customizing inputs in your experience.
History 90
- 645 Change ValueType of Icon from Content to ContentId
- 553 Change PreferredDescriptor of keyDown from to InputBegan
- 553 Change PreferredDescriptor of KeyUp from to InputEnded
- 553 Change PreferredDescriptor of KeyDown from to InputBegan
- 553 Change Default of target from to
- 553 Change PreferredDescriptor of target from to Target
- 553 Change Default of from to
- 553 Change PreferredDescriptor of from to Hit
- 553 Change Default of Y from to
- 553 Change Default of X from to
- 553 Change Default of ViewSizeY from to
- 553 Change Default of ViewSizeX from to
- 553 Change Default of UnitRay from to
- 553 Change Default of TargetSurface from to
- 553 Change Default of TargetFilter from to
- 553 Change Default of Target from to
- 553 Change Default of Origin from to
- 553 Change Default of Icon from to
- 553 Change Default of Hit from to
- 486 Change ThreadSafety of target from ReadOnly to ReadSafe
- 486 Change ThreadSafety of from ReadOnly to ReadSafe
- 486 Change ThreadSafety of Y from ReadOnly to ReadSafe
- 486 Change ThreadSafety of X from ReadOnly to ReadSafe
- 486 Change ThreadSafety of ViewSizeY from ReadOnly to ReadSafe
- 486 Change ThreadSafety of ViewSizeX from ReadOnly to ReadSafe
- 486 Change ThreadSafety of UnitRay from ReadOnly to ReadSafe
- 486 Change ThreadSafety of TargetSurface from ReadOnly to ReadSafe
- 486 Change ThreadSafety of TargetFilter from ReadOnly to ReadSafe
- 486 Change ThreadSafety of Target from ReadOnly to ReadSafe
- 486 Change ThreadSafety of Origin from ReadOnly to ReadSafe
- 486 Change ThreadSafety of Icon from ReadOnly to ReadSafe
- 486 Change ThreadSafety of Hit from ReadOnly to ReadSafe
- 462 Change ThreadSafety of keyDown from to Unsafe
- 462 Change ThreadSafety of WheelForward from to Unsafe
- 462 Change ThreadSafety of WheelBackward from to Unsafe
- 462 Change ThreadSafety of Move from to Unsafe
- 462 Change ThreadSafety of KeyUp from to Unsafe
- 462 Change ThreadSafety of KeyDown from to Unsafe
- 462 Change ThreadSafety of Idle from to Unsafe
- 462 Change ThreadSafety of Button2Up from to Unsafe
- 462 Change ThreadSafety of Button2Down from to Unsafe
- 462 Change ThreadSafety of Button1Up from to Unsafe
- 462 Change ThreadSafety of Button1Down from to Unsafe
- 462 Change ThreadSafety of target from to ReadOnly
- 462 Change ThreadSafety of from to ReadOnly
- 462 Change ThreadSafety of Y from to ReadOnly
- 462 Change ThreadSafety of X from to ReadOnly
- 462 Change ThreadSafety of ViewSizeY from to ReadOnly
- 462 Change ThreadSafety of ViewSizeX from to ReadOnly
- 462 Change ThreadSafety of UnitRay from to ReadOnly
- 462 Change ThreadSafety of TargetSurface from to ReadOnly
- 462 Change ThreadSafety of TargetFilter from to ReadOnly
- 462 Change ThreadSafety of Target from to ReadOnly
- 462 Change ThreadSafety of Origin from to ReadOnly
- 462 Change ThreadSafety of Icon from to ReadOnly
- 462 Change ThreadSafety of Hit from to ReadOnly
- 329 Change ValueType of target from Object to BasePart
- 329 Change ValueType of TargetFilter from Object to Instance
- 329 Change ValueType of Target from Object to BasePart
- 185 Change Tags of KeyUp from [] to [Deprecated]
- 185 Change Tags of KeyDown from [] to [Deprecated]
- 71 Change Parameters of keyDown from (Key: string) to (key: string)
- 71 Change Parameters of KeyUp from (Key: string) to (key: string)
- 71 Change Parameters of KeyDown from (Key: string) to (key: string)
- 68 Add keyDown
- 61 Add target
- 50 Change Tags of from [ReadOnly, NotReplicated, Deprecated] to [Hidden, ReadOnly, NotReplicated, Deprecated]
- 49 Add
- 47 Add WheelForward
- 47 Add WheelBackward
- 47 Add Move
- 47 Add KeyUp
- 47 Add KeyDown
- 47 Add Idle
- 47 Add Button2Up
- 47 Add Button2Down
- 47 Add Button1Up
- 47 Add Button1Down
- 47 Add Y
- 47 Add X
- 47 Add ViewSizeY
- 47 Add ViewSizeX
- 47 Add UnitRay
- 47 Add TargetSurface
- 47 Add TargetFilter
- 47 Add Target
- 47 Add Origin
- 47 Add Icon
- 47 Add Hit
- 47 Add Mouse
Members 24
Button1Down
Parameters (0) | ||
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No parameters. |
The Button1Down even fires when the player presses their left mouse button.
This can also be accessed from a Tool. For example, when placed in a LocalScript, the code below prints Button1Down whenever the left mouse button is pressed:
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Developers can find out the position of the mouse in world-space, and if it is pointing at any BasePart, using the Mouse.Hit and Mouse.Target properties.
For information on how to obtain the mouse object, please see the Mouse page.
Note, developers are recommended to use UserInputService instead of the Mouse object in new work.
Thread safety | Unsafe |
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History 2
- 462 Change ThreadSafety of Button1Down from to Unsafe
- 47 Add Button1Down
Button1Up
Parameters (0) | ||
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No parameters. |
Fires when the left mouse button is released.
For information on how to obtain the Mouse object, please see the Mouse page.
Developers can find out the position of the mouse in world-space, and if it is pointing at any BasePart using the Mouse.Hit and Mouse.Target properties.
Note, developers are recommended to use UserInputService instead of the Mouse object in new work.
Thread safety | Unsafe |
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Button2Down
Parameters (0) | ||
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No parameters. |
The Button2Down even fires when the player presses their right mouse button.
This can also be accessed from a Tool. For example, when placed in a LocalScript, the code below prints Button2Down whenever the right mouse button is pressed:
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Developers can find out the position of the mouse in world-space, and if it is pointing at any BasePart, using the Mouse.Hit and Mouse.Target properties.
For information on how to obtain the mouse object, please see the Mouse page.
Note, developers are recommended to use UserInputService instead of the Mouse object in new work.
Thread safety | Unsafe |
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History 2
- 462 Change ThreadSafety of Button2Down from to Unsafe
- 47 Add Button2Down
Button2Up
Parameters (0) | ||
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No parameters. |
Fired when the right mouse button is released.
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For information on how to obtain the Mouse object, please see the Mouse page.
Developers can find out the position of the mouse in world-space, and if it is pointing at any BasePart using the Mouse.Hit and Mouse.Target properties.
Note, developers are recommended to use UserInputService instead of the Mouse object in new work.
Thread safety | Unsafe |
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Hit
Type | Default | |
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CFrame |
This property indicates CFrame of the mouse's position in 3D space. Note that Mouse.TargetFilter and its descendants will be ignored.
Developers can get obtain the position of Hit like so:
local position = mouse.Hit.Position
Hit is often used by Tools to fire a weapon towards the mouse in third person.
Developers looking for the BasePart the mouse is pointing at should use Mouse.Target.
How is Mouse.Hit calculated?
The position of the Hit CFrame is calculated as the point of intersection between the mouse's internal Ray (an extended version of Mouse.UnitRay) and an object in 3D space (such as a part).
The orientation of the Hit CFrame corresponds with the direction of the Mouse.UnitRay.
local unitRayDirection = mouse.UnitRay.Direction
local mouseHitDirection = mouse.Hit.lookVector
-- unitRayDirection ≈ mouseHitDirection
-- the vectors are approximately equal
Note, the roll of the Workspace.CurrentCamera is not used when calculating the orientation of the Hit CFrame.
The mouse's internal ray extends for 1,000 studs. If the mouse is not pointing at an object in 3D space (for example when pointing at the sky), this property will be 1,000 studs away from the Workspace.CurrentCamera.
Thread safety | ReadSafe |
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Category | Data |
Loaded/Saved | false/true |
Icon
Type | Default | |
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ContentId |
Icon is a property that determines the image used as the pointer. If blank, a default arrow is used. While the cursor hovers over a GuiButton, this property is temporarily ignored.
To hide the cursor entirely, do not use a transparent image – instead, set UserInputService.MouseIconEnabled to false.
For getting/setting the user mouse icon in experiences, you should use UserInputService.MouseIcon. Mouse.Icon will be deprecated after the new API for plugins to set the mouse cursor is released.
Designing a Cursor
The following guidelines may prove useful when creating your own mouse cursors:
- The dimensions of the image used determines the size of the cursor.
- The center of the image is where mouse inputs are issued.
- The default mouse image is 64x64 pixels, with the mouse taking up 17x24 pixels of space.
System Cursors
When using a PluginMouse retrieved from Plugin:GetMouse(), you can use the following icons similar to your system's default cursors, such as hands, arrows, I-beams, etc. You can use these with GUI events like MouseEnter, MouseLeave, and MouseButton1Down to provide a consistent studio experience when interacting with certain kinds of GUI components. Note that these only work for studio plugins; they will not work for other Mouse objects.
Look* | Asset | Suggested Use |
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rbxasset://SystemCursors/Arrow | Default clicking and selection. | |
rbxasset://SystemCursors/PointingHand | Hovering over an active link/button. | |
rbxasset://SystemCursors/OpenHand | Hovering over a draggable item. | |
rbxasset://SystemCursors/ClosedHand | Dragging an item. | |
rbxasset://SystemCursors/IBeam | Hovering in a text field. | |
rbxasset://SystemCursors/SizeNS | Hovering over a vertical resize handle. | |
rbxasset://SystemCursors/SizeEW | Hovering over a horizontal resize handle. | |
rbxasset://SystemCursors/SizeNESW | Hovering over a corner resize handle. | |
rbxasset://SystemCursors/SizeNWSE | Hovering over a corner resize handle. | |
rbxasset://SystemCursors/SizeAll | Hovering over a multi-direction resize handle. | |
rbxasset://SystemCursors/SplitNS | Hovering over a vertical "split" handle. | |
rbxasset://SystemCursors/SplitEW | Hovering over a horizontal "split" handle. | |
rbxasset://SystemCursors/Forbidden | Hovering over a locked/forbidden item. | |
rbxasset://SystemCursors/Wait | Indicating an action is in progress. | |
rbxasset://SystemCursors/Busy | Indicating the system is busy. | |
rbxasset://SystemCursors/Cross | Hovering over a pinpoint selection area. |
Thread safety | ReadSafe |
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Category | Data |
Loaded/Saved | true |
Idle
Parameters (0) | ||
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No parameters. |
Fired during every heartbeat that the mouse isn't being passed to another mouse event.
Note, this event should not be used to determine when the mouse is still. As it fires every heartbeat it will fire between Mouse.Move events.
For information on how to obtain the Mouse object, please see the Mouse page.
Developers can find out the position of the mouse in world-space, and if it is pointing at any BasePart using the Mouse.Hit and Mouse.Target properties.
Note, developers are recommended to use UserInputService instead of the Mouse object in new work.
Thread safety | Unsafe |
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KeyDown
Parameters (1) | |
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key | string |
This event fires when a Key is pressed, with the passed argument being the key that was pressed.
Note:
- Not all keys generate this event. However, you can get around this with a few of the keys, "/" for example, by using the Mouse.KeyUp event.
- Some keys generate the same string as other keys.
- It's possible for the string to be empty (possibly due to "\0" key code).
Thread safety | Unsafe |
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KeyUp
Parameters (1) | |
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key | string |
This event is fired when a Key is released, with the passed argument being the key that was released.
Note:
- Not all keys generate this event. However, you can get around this with a few of the keys, "/" for example, by using the [[API:Class/Mouse/KeyUp|KeyUp]] event.
- Some keys generate the same string as other keys.
- It's possible for the string to be empty (possibly due to "\0" key code).
Thread safety | Unsafe |
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Move
Parameters (0) | ||
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No parameters. |
Fired when the mouse is moved.
Note, this event is fired when the mouse's position is updated, therefore it will fire repeatedly while being moved.
For information on how to obtain the Mouse object, please see the Mouse page.
Developers can find out the position of the mouse in world-space, and if it is pointing at any BasePart using the Mouse.Hit and Mouse.Target properties.
mouse.Move:Connect(function()
local position = mouse.Hit.p
local target = mouse.Target
print(target, position)
end)
Note, developers are recommended to use UserInputService instead of the Mouse object in new work.
Thread safety | Unsafe |
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Origin
Type | Default | |
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CFrame |
The origin Mouse property is a CFrame indicating where the mouse originated from. It is positioned at the Workspace.CurrentCamera and oriented toward the mouse's 3D position.
Mouse.UnitRay starts at the same position as Origin, and extends for a stud in the same direction.
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Thread safety | ReadSafe |
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Category | Data |
Loaded/Saved | false/true |
Target
Type | Default | |
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BasePart |
The object in 3D space the mouse is pointing to.
Note:
- If Mouse.TargetFilter has been set, the target filter and its descendants will be ignored.
- When the mouse is not pointing at a BasePart, for example when it is pointing at the sky, Target will be nil.
- Developers looking for the position of the mouse in 3D space should use Mouse.Hit.
Thread safety | ReadSafe |
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Category | Data |
Loaded/Saved | false/true |
TargetFilter
Type | Default | |
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Instance |
This property determines an object to be ignored by the mouse when calculating Mouse.Hit and Mouse.Target. The descendants of the object are also ignored, so it is possible to ignore multiple objects so long as they are a descendant of the object to which this property is set. This property is useful when filtering models containing special effects or decorations that should not affect Mouse.Hit or Mouse.Target.
This property can be set to any Instance or nil, for example:
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Note that the Character of the Players.LocalPlayer is ignored by the mouse automatically.
Thread safety | ReadSafe |
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Category | Data |
Loaded/Saved | true |
History 5
- 553 Change Default of TargetFilter from to
- 486 Change ThreadSafety of TargetFilter from ReadOnly to ReadSafe
- 462 Change ThreadSafety of TargetFilter from to ReadOnly
- 329 Change ValueType of TargetFilter from Object to Instance
- 47 Add TargetFilter
TargetSurface
Type | Default | |
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NormalId |
This property indicates the NormalId of the BasePart surface at which the mouse is pointing. This property is derived from the world position of mouse (Mouse.Hit) and the part toward which the mouse is pointing (Mouse.Target).
This property isn't meaningful when the mouse is not pointing at a part, for example when the mouse is pointing at the sky. At the moment, this property is set to 'Right' under these circumstances. Before using this property, check that the mouse's target is not nil.
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Thread safety | ReadSafe |
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Category | Data |
Loaded/Saved | false/true |
History 4
- 553 Change Default of TargetSurface from to
- 486 Change ThreadSafety of TargetSurface from ReadOnly to ReadSafe
- 462 Change ThreadSafety of TargetSurface from to ReadOnly
- 47 Add TargetSurface
UnitRay
Type | Default | |
---|---|---|
Ray |
The UnitRay property is a Ray directed toward the mouse's position in 3D space (described by Mouse.Hit). It originates from the CFrame of the Workspace.CurrentCamera. Like all unit rays, it has a distance of 1.
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Thread safety | ReadSafe |
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Category | Data |
Loaded/Saved | false/true |
ViewSizeX
Type | Default | |
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int |
The ViewSizeX property describes the horizontal component of the game window's size in pixels.
Thread safety | ReadSafe |
---|---|
Category | Data |
Loaded/Saved | false/true |
ViewSizeY
Type | Default | |
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int |
The ViewSizeY property describes the vertical component of the game window's size in pixels. This length includes the space used by the topbar.
Thread safety | ReadSafe |
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Category | Data |
Loaded/Saved | false/true |
WheelBackward
Parameters (0) | ||
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No parameters. |
The WheelBackward event fires when the mouse wheel is scrolled backwards. Possible uses for this event include toggling a gun's scope in a first person shooter (FPS) or zooming the player's camera.
This can be used alongside the scrolling forward event, Mouse.WheelForward.
For information on how to obtain the Mouse object, please see the Mouse page.
Note, developers are recommended to use UserInputService instead of the Mouse object in new work.
Thread safety | Unsafe |
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History 2
- 462 Change ThreadSafety of WheelBackward from to Unsafe
- 47 Add WheelBackward
WheelForward
Parameters (0) | ||
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No parameters. |
The WheelForward event fires when the mouse wheel is scrolled forwards. Possible uses for this event include toggling a gun's scope in a first person shooter (FPS) or zooming the player's camera.
This can be used alongside the scrolling backward event, Mouse.WheelBackward.
For information on how to obtain the Mouse object, please see the Mouse page.
Note, developers are recommended to use UserInputService instead of the Mouse object in new work.
Thread safety | Unsafe |
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History 2
- 462 Change ThreadSafety of WheelForward from to Unsafe
- 47 Add WheelForward
X
Type | Default | |
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int |
When detecting changes in the mouse's position on-screen, it is recommended that you use ContextActionService:BindAction() with UserInputType.MouseMovement or UserInputService.InputChanged, which both describe the position of the mouse using the Position (a Vector3) of an InputObject, instead of using this and related properties.
The X property describes the horizontal component of the mouse's position on the screen. The position is measured in pixels relative to the top left corner, under the topbar. This property can be used in conjunction with Mouse.Y to produce a Vector2 representing the mouse's position:
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This property does not fire Changed or the signal returned from GetPropertyChangedSignal. Use the Mouse.Move event instead.
Thread safety | ReadSafe |
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Category | Data |
Loaded/Saved | false/true |
Y
Type | Default | |
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int |
When detecting changes in the mouse's position on-screen, it is recommended that you use ContextActionService:BindAction() with UserInputType.MouseMovement or UserInputService.InputChanged, which both describe the position of the mouse using the Position (a Vector3) of an InputObject, instead of using this and related properties.
The Y property describes the vertical component of the mouse's position on the screen. The position is measured in pixels relative to the top left corner, under the topbar. This property can be used in conjunction with Mouse.X to produce a Vector2 representing the mouse's position:
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This property does not fire Changed or the signal returned from GetPropertyChangedSignal. Use the Mouse.Move event instead.
Thread safety | ReadSafe |
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Category | Data |
Loaded/Saved | false/true |
keyDown
Parameters (1) | |
---|---|
key | string |
Thread safety | Unsafe |
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target
Type | Default | |
---|---|---|
BasePart |
Thread safety | ReadSafe |
---|---|
Category | Data |
Loaded/Saved | false |