December 6, 2014, 7:41pm
I had planned to allow users to break from a locked first-person camera and look around with the middle mouse button, but UserinputService can’t even pick up mousewheel clicks.
If you hook up:
uis = game:GetService("UserInputService")
uis.InputBegan:connect(function(input) print(input) end)
and click with your mousewheel, it doesn’t even print anything. This means that UserInputService doesn’t even recognize middle mouse button clicks – it should be aware of these clicks
December 26, 2014, 9:26pm
Just to add, Mouse4 and Mouse5 (with scroll clicks being Mouse3) clicks aren’t detected either.
December 26, 2014, 9:31pm
I don’t know about UserInputService, but I know you can get wheel movements out through player:GetMouse().
Off topic edit: I’ve only ever used the player’s mouse when I’ve needed inputs. What makes UserInputService a better method, if it is?
December 26, 2014, 9:32pm
Yeah – that’s going to be nice to have for first person weapon switching (scrolling to switch weapons). It’d be even nicer though if I could utilize at least the middle mouse button clicks for something else as well though.
April 20, 2015, 10:13pm
Move to feature requests? Just had someone on regular forums ask about this.
April 20, 2015, 10:35pm
Mouse3+ were never accessible, and they totally should be. My mouse goes to 5.
MouseButton3 is accessible now, I added this in summer 2015. The use case for higher mouse buttons seems limited (can basically be used for key re-binding only) but we could potentially add these.
February 28, 2017, 3:25am
Yeah that was the reason for my post here:slight_smile:
4 and 5 are usually used as back/forward buttons for convenience (e.g. Chrome)
February 28, 2017, 6:36am
You could say the same thing about Mouse3, really. I think we should definitely provide as many options as possible. Ideally we should be able to take input from any feature on any device.