Preventing keybind from triggering if a player is typing

self explanatory, in my game i have an input event’s keybind set to E and it gets pretty annoying having code run a bunch of times because of this

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this is actually simple, the second parameter of the UserInputService function is to prevent that

example:

UserInputService.InputBegan:Connect(function(input, gameProcessed)
    if not gameProcessed then return end
	if input.UserInputType == Enum.UserInputType.Keyboard then
          print("whatever")
    end
end)
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If you’re using InputBegan or InputEnded, it has a 2nd return called GameProcessedEvent, just check if it’s true

@Afraid4Life said it before me haha

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