ROBLOX Studio Mouse.X and Mouse.Y offset in non-standard behavior #689

When hovering right below the black bar, the mouse.X and mouse.Y read to ignore the offset created by the topbar. This is nonstandard behavior and is not replicated in-game.

However, once you click, the mouse X and mouse Y will revert to standard behavior. As soon as you move the mouse again, it stops.

See this github bug report for more information.

Repro place attached.

I suggested a solution for bugs such as this created by the top bar a while back, but it didn’t really pick up. Now is perhaps a good time to bring it back. Documentation - Roblox Creator Hub

I’m pretty sure this also applies to InputChanged and InputBegan

Using the Mouse, MouseEntered, and the UserInputService, I made a repro place here.

I can verify that the .Position aspect of InputObjects are indeed affected too. This is making behavior quite annoying to debug.

This is certainly an unusual behavior, and I agree, one of them is probably wrong!

Should the mouse be in screen coordinates, or GUI coordinates? There are use-cases for each one

The mouse has to be in screen coordinates or else calculations involving the camera+mouse will be off.

I have a fix for inconsistency for the mouse object in studio in relation to windows/mac client.

Are you saying that input objects from UserInputService are also inconsistent in studio? I will try this now.

[quote] I have a fix for inconsistency for the mouse object in studio in relation to windows/mac client.

Are you saying that input objects from UserInputService are also inconsistent in studio? I will try this now. [/quote]

Thank you Ben. <3

To answer your question: Yes. InputObject.Position also reports the same inconsistency.

Ok, I’ve submitted a fix for the issue in Studio with UserInputService and InputObject. It should be released in two weeks baring any issues discovered in testing.

Thanks! I appreciate it.

Can you give us a status update on the related Mouse.X and Mouse.Y bug?

Thanks! I appreciate it.

Can you give us a status update on the related Mouse.X and Mouse.Y bug?[/quote]

It turns out its the same bug, so it should all be fixed.