Roblox input
Give your AI coding agent a Roblox brain. Curated skills for Roblox Studio development.
npx -y skills add TabooHarmony/roblox-brain --skill roblox-inputAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
One thing to look at
- 18 stars18 stars. Stars are a popularity signal and not a quality one, but at this level it is likely that nobody has read this closely except its author, and you would be relying on your own review.
What its author says it does
Copied from the file, not written here
Use when handling Roblox keyboard, mouse, gamepad, touch, motion input, or cross-platform action binding.
SKILL.md
2.8 KB, as published. Nobody here has run it
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(). 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.
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.