Hi devs,
I’m currently making a plugin, and I’m wondering if it’s fine to use LocalScripts, because I need to use UserInputService
. I know that it’s possible to use them, but is it optimal?
Hi devs,
I’m currently making a plugin, and I’m wondering if it’s fine to use LocalScripts, because I need to use UserInputService
. I know that it’s possible to use them, but is it optimal?
Plugins run under the same “Plugin” context regardless of the type of script they’re contained in.
The only seamless way to implement plugin inputs is using the old PluginMouse.KeyDown event which is deprecated but its all we have
It doesn’t even send InputObjects, only the numeric value of the input, which is mapped to Enum.KeyCode thankfully
local mouse = plugin:GetMouse()
local ESCAPE_KEYCODE = Enum.KeyCode.Escape.Value
mouse.KeyDown:Connect(function(k)
if string.byte(k) == ESCAPE_KEY_CODE then
print("escape was pressed")
end
end)
plugin:Activate(true) -- enable with mouse object
Hi there,
When I use plugin:Activate(true)
, it seems to disable the mouse, and all mouse events.
Are you aware of any ways to fix this, while still being able to be used in a plugin widget?
Thanks
EDIT: I think I’ve managed to finally find a solution. Thanks for the help keyboard inputs, though.