Disable mobile controls?

I was wondering if there was a way to disable mobile controls (move and jump) and re-able them later? I set the players jump and walkspeed to 0 and it seemed to remove the jump button but the walk button is still in the way.

The reason I want to disable it is because they get in the way of my menu screen and buttons on the menu screen. So I wanna have the buttons disable while they’re in the menu screen and re-enable them when they leave the screen

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UserInputService.ModalEnabled = true

http://wiki.roblox.com/index.php?title=API:Class/UserInputService/ModalEnabled

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It doesn’t work :confused: I have it set to true, and even put a print, that prints true, but the walk button is still there

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When are you setting it?

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You have have to wait for the client to load the CoreScripts first before you can set the Modal State. Try waiting around 1/30 of a second before firing that command.

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Set them to false beforehand?

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So it actually turns out that the documentation is incorrect. UserInputService.ModalEnabled = false will hide the Mobile interface, and UserInputService.ModalEnabled = true will show them.

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Excuse me for the bump but it seems UserInputService.ModalEnabled doesn’t work. And even if it did work it only hides the Mobile controls, not disable them.

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In StarterGui do:
image
And what will disabled the mobile controls.

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Its a little out landish but it works

local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local UserInputService = game:GetService("UserInputService")
local RunService = game:GetService("RunService")

RunService.RenderStepped:Connect(function()
	if UserInputService.TouchEnabled then
		if Player.PlayerGui.TouchGui.TouchControlFrame:FindFirstChild("DynamicThumbstickFrame") then
			Player.PlayerGui.TouchGui.TouchControlFrame.DynamicThumbstickFrame:Destroy()
		end
		
		Character.Humanoid.WalkSpeed = 0
		Character.Humanoid.JumpPower = 0
	end
end)

This should disable all movement for a player in mobile

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Info here on the upcoming fix (link updated):

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