I am aware that you can use UserInputService.InputBegan to tell if a mouse button has been clicked but I am unaware if you can use it to tell if the mouse is up. Would I use InputEnded?
COMMUNITY QUESTION
How can one use UserInputService to tell if a mouse button has been released?
2 answers
To achieve this you can use InputEnded as shown here:
local clickHolding = true --Just for example
UserInputService.InputEnded:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
clickHolding = false
end
end)
4 comments
0
that won't work because you can't set multiple words to be one variable ("click holding" can't be a variable)
0
Did you just answer your own question?
0
Sorry fixed @gewehrrenben and yes, mostly so other who needed to know could search it and find out @DaCrazyDev .
0
Go to the forums for that.
or you could ignore user input service and use
local plr = game.Players:WaitForChild("LocalPlayer")
local mouse = plr.GetMouse()
mouse.Button1Down:Connect(function()
-- what happens when player holds down left button
end)
mouse.Button1Up:Connect(function()
-- what happens when player releases left button
end)
--You could use to do the right button, use
--Mouse.Button2Down:Connect(function()
--for right button down
2 comments
3
That's not the point of the question, though?
0
Exactly, plus as shown above, that will soon be depreciated.
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9 comments
you dont need uis for that, there is an event on the mouse for that
mouse.button1up or mouse.button2up
^ apparently that's not as good according to renowned scripters
Yes, but I thought It was more efficient to use UIS, am I incorrect?
im not sure about the reasons
Yes @Stephen, exactly what I'm talking about
So what should I use I guess?
mouse.Button1Up is the best to use, use a debounce to check if it is being held
The Mouse class is going to eventually be deprecated. UserInputService is shaping up to be(and should be)the best way of handling user input, mouse or not.