UserInputService.KeyboardEnabled incorrectly returns false for laptops, consoles with keyboards attached

Several users of an experience I am developing for are reporting issues with the keyboard detection system in the experience. In the experience, a script uses UserInputService.KeyboardEnabled to detect if the user has a keyboard attached to their device and responds accordingly. However, this is returning false for several users who are either using a laptop or a console with a keyboard connected.

Users were able to get around this by using the keyboard to type into the chat and then rejoining, but for some reason this workaround stopped working (6/15/2025).

Expected Results
A console with a keyboard attached and a laptop should have UserInputService.KeyboardEnabled return TRUE when ran in a local script on their client.

Actual Results
A console with a keyboard attached and a laptop have UserInputService.KeyboardEnabled return FALSE when ran in a local script on their client.

Games affected

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We haven’t been able to reproduce this issue. Also, there were some improvements to the KeyboardEnabled check that went in after this issue was reported which may help. Let us know if this still happens.

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Alright, I’ll keep an eye out. Thanks for letting me know!

Hey, some odd behavior was just reported to me and it may or may not be related.

A laptop user playing Roblox has the game act like they’re on mobile, activating the mobile auto-jump, and a freecam module is detecting the user to be on mobile.


Yes, they tried to fix this issue you’re reporting and then this happened, lol:

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