game.ReplicatedStorage.RemoteEvent.OnClientEvent:Connect(function(OnInput)
game:GetService("UserInputService").InputBegan:Connect(function(input, gameProcessed)
-- your code goes here
end)
end)
Yeah i forgot to mention but the actual code uses this to be able to create dynamic events so i dont have to check trough all UserInputService and VRService event. So this wont work.
Yea but you can send an event to the server for every keycode pressed on the client or for certain keycodes
You can also check VR inputs using UserInputService
Yeah i know, that was the base plan but for security reasons i have to do that else exploiters would be able to teleport themselves and even they could mess with other player because it is not a classic VR system.