Roblox Input
SkillDev toolsUse when handling Roblox keyboard, mouse, gamepad, touch, motion input, or cross-platform action binding.
Available today. Use it from your connected AI after setup.
No other account needed.
Connect ahel once, and every AI you use reads what you have installed.
Then ask your AI: use the Roblox Input skill
What this skill tells your AI
The instructions your AI receives, as published by tabooharmony/roblox-brain in skills/roblox-input/SKILL.md and read by ahel’s review.
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.
Signals
- GitHub stars
- 44
- Forks
- 3
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
roblox-input- Source
- github.com/tabooharmony/roblox-brain