Roblox has officially released the Input Action System (IAS), a modular and cross-platform input layer that decouples gameplay intent from hardware events. Alongside this release, default player scripts are being migrated to IAS to ensure better compatibility across different devices.
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So essentially this makes developing games 10x easier?
Why instances instead of service?
Instances are required for server authority so they can be predicted! Both the server and client need access to the instance. If you had binded inputs with a service like ContextActionService, only the client would be able to access it.
Hello, here’s a bug I’ve found with the new Input Action System Player Scripts: When having a ProximityPrompt and using shift lock on top of them, you are now unable to turn your camera. Before, using shift lock on top of a ProximityPrompt will allow you to normally turn both your character and came
cross-script access to the same inputs is a big factor imo - that way eg. you can have both your death script and your cutscene script disable movement
Hi, thanks for the report! We’re internally tracking this issue and hope to have an update soon!
Android pointer capture support Mobile Features As a Roblox player, it is currently too hard to play the mobile version with a mouse and keyboard, the android native pointer by default is limited by the screen borders, which causes the mouse to stop moving in that direction and inputting to the app.
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This MIGHT Be Bunny??? no seriously tho thx roblox we needed a good update for once- (lol)
How do we get the input direction for mobile thumbstick? Is their an enum like there is for console thumbsticks?
I also have some other small concerns with the new Input Action PlayerScripts but they don’t require an entire bug report dedicated to them. Is there anywhere appropriate I could forward all these too? Any chance we could get an engineer to go over a lot of these outdated PlayerScripts and optimize
Cheers for the warning. Will be saving the old PlayerScripts ahead of time so that ShiftLock is, well, still shift lock in my games, not CtrlLock.
How do you map four UI Buttons to a Direction2D like you can with keyboard wasd or gamepad thumbstick1? Use case is vehicle control UI for mobile devices, I cant work it out… Edit: It seems this is impossible currently…
Of course, I’ll start a private message with you to discuss!
This is one of those features I wish we already had in 2018 or something. It’s wayyyy too useful to be released this late, years spending around messing with UserInputService.
Is there a possibility for gyroscope support to be added to IAS? As it’s nice how with Steam Input you can quite literally give any game gyroscope controls, even if those games aren’t built with gyroscope support.
Crab_Wrangler: over manually creating Vector3s for small performance gains There’s no difference between Vector3.new(0,0,0) and Vector3.zero , they both compile to a vector literal in luau. Although Vector2s don’t because they’re userdata. Although it should be using the vector library where possibl
Could the input action system also be used for UI events?
Scripts appear to be running when they are in StarterPlayer, which is causing these warnings: image 859×453 17.3 KB Also, the ActionController module has some noticeable typechecking problems that make it harder to read, especially the setupSlotActions method definition.

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