GuiButton.InputBegan does not detect keyboard or gamepad inputs

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

4 Likes

Adding on to this bug report, it does actually detect keyboard keys being pressed but the “detection” area is offset, maybe by about 36 pixels.

2 Likes


I believe this video proves my guess correct. A 36 pixel offset green colored gui.

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We’ve filed a ticket into our internal database for this issue, and will come back as soon as we have updates!

Thanks for flagging!