I can’t seem catch it with UserInputService. I’m making a plugin, and you can change the increment with some hotkeys on the keypad to do so quicker, but it’s just telling me KeyCode.One instead of KeyCode.KeypadOne and etc.
EDIT: This only occurs in Studio. Still, please fix it.
Code:
function incrementHandler(key)
print(key)
if not db then
db=true
local start
if key==keys.KeypadPlus then
start=increment
elseif key==keys.KeypadEnter or key==keys.KeypadEquals then
start=0
elseif key==keys.KeypadDivide then
increment=increment/2
elseif key==keys.KeypadMultiply then
increment=increment*2
end
if start then
local str=""
repeat
local keyPressed=keyDownEvent:wait()
if keyPressed==keys.KeypadEnter or key==keys.KeypadEquals then
break
end
str=str..keypadMapping[keyPressed]
until false
local num=tonumber(str)
if not num then
local numF,err=loadstring("return "..str)
if numF then
num=numF()
end
end
increment=start+num
end
db=false
end
end
Would definitely be great for plugins if this was fixed. Building Tools by F3X 2.0.0 has an extremely useful new feature that uses the keypad buttons, but currently it only works live and not in Studio because of this bug.
Was actually working on something related to this recently (did you know OSX client/studio shift+[non-alphabetical key] was broken, making Piano Keyboard v1.1 - Roblox not playable?).
Anyway, this one should be a quick fix. Will post update.
The fix is in, expect it to be out around April 13th.
It includes: Win/OSX studio numpad fixes, fixes to various OSX client/studio keyboard inconsistencies (everything should exactly match Win client now) and a few changes to Enum.KeyCode to match Win client behaviour. Will post when that is all live.
This issue still seems to be around If I remember correctly, these keys began to work properly briefly sometime around the week of @spotco’s reply, and shortly after began to once again not register