Why should it go in collaboration?
I asked if it was possible to do that.
I literally said that and said I tried almost all the scripts.
Why should it go in collaboration?
I asked if it was possible to do that.
I literally said that and said I tried almost all the scripts.
Ok now I got this
local UserInputService = game:GetService("UserInputService")
function ReturnDevice()
if UserInputService.KeyboardEnabled then
script.Parent.Loading1_PC.Enabled = true
elseif UserInputService.GamepadEnabled then
print("No")
elseif UserInputService.KeyboardEnabled and UserInputService.TouchEnabled then
script.Parent.Loading1_PC.Enabled = true
elseif UserInputService.TouchEnabled then
script.Parent.Loading1.Enabled = true
else
return false
end
end
I think you cant do game.StaterGUI. (Because I tried that already)
Someone told me you have to do like PlayerGUI or something but I cant find that and dont know how to do that.
(Its in StaterPlayer - StartingPlayerScripts as a Local Script)
Depending on your situation using the playerâs input type isnât beneficial. You can basically tell if someone is on a laptop or tablet/phone based off their ViewportSize in pixels. If Robloxâs API descriptions hold up GuiService | Roblox Creator Documentation can be used to identify console players.
I would less worry about the exact device a player is using a more focus on the characteristics of their device because over the past few years devices have been starting to cross boundaries as technology improves.
I am not really conserd about console
Just more about PC and Mobile.
But thank You
How would I get the characteristics of a Mobile or PC device?
Update:
tried this it didnât work
local UserInputService = game:GetService("UserInputService")
local plr = game.Players.LocalPlayer
function ReturnDevice()
if UserInputService.KeyboardEnabled then
plr.PlayerGui:WaitForChild("Loading1_PC").Enabled = true
elseif UserInputService.KeyboardEnabled and UserInputService.TouchEnabled then
plr.PlayerGui:WaitForChild("Loading1_PC").Enabled = true
elseif UserInputService.TouchEnabled then
plr.PlayerGui:WaitForChild("Loading1").Enabled = true
else
return false
end
end
You should check Cross-Platform Design | Roblox Creator Documentation out, it might help you, you can also try using this function to detect the last input type the player used: UserInputService | Roblox Creator Documentation
This is a basic function right here that does the job
local UserInputService = game:GetService("UserInputService")
local Mobile = false
coroutine.wrap(function()
while wait(1) do
Mobile = (UserInputService.TouchEnabled and not UserInputService.KeyboardEnabled)
end
end)();
-- The "UI" variable below just acts as if I have a ScreenGui and a PC / Mobile frame inside of it.
local UI = Mobile and Gui.Mobile or Gui.PC
Then after this you could create a BindableEvent that fires whenever mobile changes. After that you could connect a Update Interface function that changes to pc if mobile is false , and vice versa.
Hmm ok.
Where would you put this?
Btw I made 2 seperate ScreenGuis - 1 for mobile 1 for pc
Btw I edited the post so you all can see my current problems
What do you mean by
So the loading screen does not show but the LoadingScreen scripts work and both UIâs appear.
?
Its a loading screen
So if there on mobile the loading screen is enabled and everything else is invisible but after some time both the invisble stuff become visible.
Its like the UI wont show but the script is still working.
Well assuming that itâs just a loading screen when a player enters the game youâd throw this in a LocalScript inside of the ScreenGui and you would parent the ScreenGui to ReplicatedFirst
Also, for two seperate ScreenGuis you could just do something like this
local ui = Mobile and game.ReplicatedFirst:WaitForChild("MobileGui") or game.ReplicatedFirst:WaitForChild("PCGui")
ui:Clone().Parent = game:GetService("Players").LocalPlayer:WaitForChild("PlayerGui")
The screenGUIâs are seperate with different postions and size and stuff but thank you
I think you donât understand what I am saying. Position and Size are UDim2 properties which have nothing to do with UserInputService for detecting if a device is mobile and cloning the UI and putting it into PlayerGui.
Feel free to upload a place file with your two ScreenGuis and I would gladly give you a solution for this.
Yeah I know.
I am saying theres 2 screen GUIâs.
The same GUI but with different size and postion.
It didnât work anyways.
It 100% works I literally use it in my own projects. Show me an example of how youâre using it.