Contrary to the documentation AND code samples provided here, GuiButton.InputBegan/Ended does not detect keyboard or gamepad inputs.
This top 10 lie in in the documentation makes it difficult for developers to map multiple inputs to a single button, furthermore making it very annoying for those who are trying to make their interfaces button interactions “smart” and cross-platform compatible.
GuiButton.InputBegan:Connect(function(input)
-- gamepad non-native interface buttons do not fire (buttonX, buttonY, buttonR1/L1, etc..)
-- keyboard keys do not fire
print("hokey pokey")
end)
Expected behavior
GuiButton.InputBegan/Ended event should do as described by its documentation