I’m not sure if Roblox updated studio to add a new hotkey mounted to O or something, but lately in test mode in studio UserInputService isn’t registering ‘O’ key inputs, or at least not registering it as unprocessed.
Is anyone else getting this too? I think it happens in-game on my Laptop too, but not my PC.
Hmmm, my game is lock first person, and I know this didn’t used to be an issue. It also only happens in studio on my PC, and as I mentioned I think it happens on my laptop too even in-game, but I’m not 100% sure on that, I might be mis-remembering a studio test.
One thing I can add though, is pulling up the F9 log while in first person no-longer unlocks the mouse like it used to. So I think these are caused by the same problem.
I don’t actually do that when the O key is hit. I think I do for other keys, but in my game O is to send the user back to the menu (it’s a first person shooter that auto-respawns, so users need that functionality)
W, A, S, D, I and O is not possible to register in the keybind service is ROBLOX. This is because this are “standard” key Binds. this is not possible to use for the keybinds for UI’s etc. U can only use the other keybinds like c, v, x, CTRL etc. I hope this helps why ROBLOX Don’t support that keybinds.
That’s possible, there are a really many things bugged in roblox studio / roblox so thats weird. I mean i have sometimes a error in my roblox game but in studio it will not show up
local UIS = game:GetService('UserInputService')
UIS.InputBegan:connect(function(input)
if input.KeyCode == Enum.KeyCode.O then
print('Yo they hit the O key')
end
end)
Worked perfectly fine for me. If what you have provided is the entire script and it still doesn’t work, then is it possible that the script is disabled?
This is because the keys “O” and “I” are being used by the camera script to handle zooming out and in, if you want to assign something to those keys you have to use CAS(ContextActionService) instead of UIS(UserInputService).
(This is possibly the problem, that is if the camera script is using CAS which it probably is.)
This used to not be the case. I’ve designed my game to read the I key through UIS, which has been working fine (and still does, in a live game). Only now, this suddenly does not work specifically in Play Solo in Studio.