Velocity of UserInputService TouchPinch and TouchRotate

Does anyone know if UserInputService.TouchPinch and/or UserInputService.TouchRotate ever pass a value other than 0 to the velocity parameter?

I’ve created a simple experience for testing some TouchEnabled events of UserInputService and have been unable to produce a situation where either TouchPinch or TouchRotate pass a non-zero velocity parameter (3rd parameter).

I got this screenshot from an experience I made public. You can test it for yourself here.

I’m not doing anything special with the event connections to TouchPinch or TouchRotate. They are as simple as this:

UserInputService.TouchPinch:Connect(function(touchPositions: {Vector2}, scale: number, velocity: number, state: Enum.UserInputState, gp: boolean)
   [PathToTextLabel].Text = string.format("%.3f", velocity)
   --Set a few other TextLabels for other parameters
end)

UserInputService.TouchRotate:Connect(function(touchPositions: {Vector2}, rotation: number, velocity: number, state: Enum.UserInputState, gp: boolean)
   [PathToTextLabel].Text = string.format("%.3f", velocity)
 --Set a few other TextLabels for other parameters
end)


Tried it on my iPhone SE. It could be a platform related issue? I was able to get all 3 working when I panned, pinched, and rotated.

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It could definitely be a platform issue. I was playing on an Samsung tablet. I’ll see if I can find some other devices to test on. Thanks for the info!