roblox-input
Skill1 starsChanged 4 months agoMITView on GitHub
Use when handling Roblox keyboard, mouse, gamepad, touch, motion input, or cross-platform action binding.
2 other projects use a version of this.
Adopted by
Most recently taken up by
- EL4CTEO/roblox-skillstheir own version, first seen Sep 28, 2026
- TabooHarmony/roblox-braintheir own version, first seen Sep 23, 2026
Other versions2 projects use a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 2
- TabooHarmony/roblox-brain★ 150same name
- EL4CTEO/roblox-skills★ 92same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository32 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- roblox-analyticsSkill
- roblox-animated-modelsSkill
- roblox-animation-vfxSkill
- roblox-architectureSkill
- roblox-assetsSkill
- roblox-audioSkill
- roblox-buildingSkill
- roblox-cameraSkill
- roblox-cloudSkill
- roblox-code-reviewSkill
- roblox-dataSkill
- roblox-debugSkill
- roblox-guiSkill
- roblox-lightingSkill
- roblox-localizationSkill
- roblox-luau-coreSkill
- roblox-luau-patternsSkill
- roblox-luau-typesSkill
- roblox-monetizationSkill
- roblox-networkingSkill
- roblox-npc-aiSkill
- roblox-oauthSkill
- roblox-performanceSkill
- roblox-physicsSkill
- roblox-publish-checklistSkill
- roblox-securitySkill
- roblox-server-dataSkill
- roblox-sharp-edgesSkill
- roblox-studio-mcpSkill
- roblox-toolingSkill
- roblox-ui-designSkill
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 0 are distinctive, and 3 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈0
Distinctive · estimate
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 41
Server Authority: use InputAction/InputContext for inputs that affect the core simulation, store the input state where the synchronized …
- Very specific: line 45
Gamepad: use GetConnectedGamepads() and listen to connection changes.
- Very specific: line 47
Touch: use high-level gesture events or raw TouchStarted/TouchMoved/TouchEnded when tracking fingers.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
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.
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
No reviews yet
People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.
- It worked
- Partly
- It didn't
Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

