UserInputState
This enum describes the state of an input that is currently or was recently performed.
Items 5
History | Name | Value | Description | |
---|---|---|---|---|
113 | Begin | 0 | Occurs when an InputObject starts to interact with the experience. For example, a mouse button down, a key down, or when the player begins touching the screen. | |
113 | Change | 1 | Occurs each frame an InputObject has already begun interacting with the experience and part of its state is changing. For example, movement of the mouse position, a gamepad thumbstick movement, an analog gamepad trigger button change, or screen touch point change. | |
113 | End | 2 | Occurs when an InputObject finishes interacting with the experience. For example, a mouse button up, a key up, or when the player stops touching the screen. | |
194 | Cancel | 3 | A special circumstance state that indicates this input is no longer
relevant, particularly with ContextActionService. For example,
binding two action-handling functions will cause the first to | |
194 | None | 4 | A state that should never be seen in an experience; essentially just marks the end of the enum. |
Description
The UserInputState
enum describes the state of an input that is currently or
was recently performed. It is used by the InputObject.UserInputState
property of the same name, as well as various UserInputService and
GuiObject events.
Depending on the UserInputType, input may follow states differently:
- Simple button and key presses generally follow a simple
Begin
toEnd
flow. Analog gamepad trigger buttons are similar to button presses but will useChange
as the trigger pressure changes. - Mouse movement generally follows
Begin
(mouse-over) toChange
(mouse movement) toEnd
(mouse-leave). - Touch input behaves somewhat similarly to mouse movement.
Begin
andEnd
occur when the user starts or ends touching the screen, respectively. The same InputObject is used for the same touch point. - Gamepad thumbstick controls will cause
Change
to occur each frame the position changes.