Overriding roblox controls with userinputservice or bindToRenderStep?

Greetings,

I was planning on doing a custom character controller to handle custom movement, pretty much making it feel more fluid and fast paced. I’ve been researching and I found that in some occasions, people bind the keybinds to renderstep, and I am aware that binding to render step gives it more precision when it comes to running during the frame.

Yet I still cannot wrap my head around why can’t I just use a simple userInputService or contextActionService instead to just bind a function to a keybind? I would like some clarification as to when I need to use one or the other. An example would greatly help me comprehend the need for both as well. Thanks!

Im not an expert at this topic, but im pretty sure its because roblox uses scripts for the player’s control. If you were to run the game and look inside your playerscripts or character, you would find movement scripts that are automatically inserted by Roblox upon playing the game.

There are articles on this. You could probably reference the solution in this post to help guide you:

Unfortunately though, the short answer is roblox controls the players movement via a script inserted into their character, so you cannot just override it using userinputservice or bindtorenderstep.

EDIT: I also found this post on the forum, and this is a way you could change the controls too:

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Thank you very much, this helps alot.

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