Individual skill

roblox-input

Use when handling Roblox touch, gamepad, keyboard, mouse or motion input, on-screen action buttons, or cross-platform action binding.

skills/gameplay/roblox-input/SKILL.md

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Oct 15, 2026
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# Roblox Input

## When to Load

Touch, gamepad, keyboard, mouse or motion input, on-screen action buttons, cross-platform binding. Client-only; Server Authority simulation input uses the Input Action System.

## Quick Reference

- **Events:** `InputBegan/Changed/Ended` give `(input, gameProcessedEvent)`; filter it for gameplay. Wheel fires only `InputChanged`.
- **Bindings:** prefer `ContextActionService:BindAction(name, handler, touchButton, ...keys)`; gate on `state` (touch is `KeyCode.Unknown`); stack order, so `BindActionAtPriority`. Server Authority: `InputAction`/`InputContext` + `RunService:BindToSimulation()` (needs `Workspace.UseFixedSimulation`).
- **Mobile first, hybrid aware:** show controls from `UserInputService.PreferredInput` (`Enum.PreferredInput`), observed with `GetPropertyChangedSignal`, not from `TouchEnabled` cached once.
- **Touch action buttons:** fire only for touches that began on the button; camera drags across it never fire. Place from the measured jump button under `PlayerGui.TouchGui`; clear the thumbstick zone.
- **Gate gameplay:** block attacks while a game window is open, a `TextBox` is focused, `GuiService.MenuIsOpen`, or `GuiService.SelectedObject` is set.
- **Cancel is not release:** holds cancel on window open, `Cancel`, unequip, focus loss, input switch or pad disconnect.
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