# This file is automatically generated. Please don't edit it manually.
# To submit a bug report on the content, see
# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
name: Mouse
type: class
memory_category: Instances
summary: |
Legacy object that contains members useful for pointer input.
description: |
**Mouse** has been superseded by `Class.UserInputService` and
`Class.ContextActionService`, which cover a broader scope, are more feature
rich, and support **cross-platform** patterns better. It remains supported
because of its widespread use, but you should strongly consider using these
alternatives.
The **Mouse** object houses various API for pointers, primarily for buttons
and raycasting. It can be accessed through `Class.Player:GetMouse()` called on
the `Class.Players.LocalPlayer` in a `Class.LocalScript`. It is also passed by
the `Class.Tool.Equipped` event.
- It is most notable for the `Class.Mouse.Icon|Icon` property, which changes
the cursor's appearance.
- It continually raycasts the screen mouse position into the 3D world using
the `Class.Mouse.TargetFilter|TargetFilter` property, storing the results of
the raycast in the `Class.Mouse.Hit|Hit`, `Class.Mouse.Target|Target`, and
`Class.Mouse.TargetSurface|TargetSurface` properties. These can be useful
for simple cases, but `Class.WorldRoot:Raycast()` should be used in more
complicated [raycasting](../../../workspace/raycasting.md) scenarios.
- `Class.Plugin|Plugins` can use `Class.Plugin:GetMouse()` to get a
`Class.PluginMouse`, which behaves similarly.
```lua
-- From a LocalScript:
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local mouse = player:GetMouse()
-- Setting the mouse icon
mouse.Icon = "rbxasset://SystemCursors/Wait"
```
Note:
- This object does not control/restrict pointer movement. For this, see
`Class.UserInputService.MouseBehavior` and
`Class.UserInputService.MouseDeltaSensitivity`.
- If two functions are connected to same input event, such as
`Class.Mouse.Button1Down|Button1Down`, **both** functions will run when the
event fires. There is no concept of sinking/passing input, as events don't
support this behavior. However, `Class.ContextActionService` does have this
behavior through `Class.ContextActionService:BindAction()|BindAction`.
- While a mouse may not be available on all platforms, Mouse will still
function on mobile (touch) and console (gamepad), which don't typically have
mice or pointer hardware. For explicit cross-platform behaviors, use
`Class.UserInputService` and `Class.ContextActionService`.
See [Input and Camera](../../../input/index.md) for more information on
customizing inputs in your experience.
code_samples: []
inherits:
- Instance
descendants:
- PlayerMouse
- PluginMouse
tags:
- NotCreatable
deprecation_message: ''
properties:
- name: Mouse.Hit
summary: |
The `Datatype.CFrame` of the mouse's position in 3D space.
description: |
This property indicates `Datatype.CFrame` of the mouse's position in 3D
space. Note that `Class.Mouse.TargetFilter` and its descendants will be
ignored.
Developers can get obtain the position of Hit like so:
```
local position = mouse.Hit.Position
```
Hit is often used by `Class.Tool|Tools` to fire a weapon towards the mouse
in third person.
Developers looking for the `Class.BasePart` the mouse is pointing at
should use `Class.Mouse.Target`.
#### How is Mouse.Hit calculated?
The position of the Hit CFrame is calculated as the point of intersection
between the mouse's internal `Datatype.Ray` (an extended version of
`Class.Mouse.UnitRay`) and an object in 3D space (such as a part).
The orientation of the Hit CFrame corresponds with the direction of the
`Class.Mouse.UnitRay`.
```
local unitRayDirection = mouse.UnitRay.Direction
local mouseHitDirection = mouse.Hit.lookVector
-- unitRayDirection ≈ mouseHitDirection
-- the vectors are approximately equal
```
Note, the roll of the `Class.Workspace.CurrentCamera` is not used when
calculating the orientation of the Hit `Datatype.CFrame`.
The mouse's internal ray extends for 1,000 studs. If the mouse is not
pointing at an object in 3D space (for example when pointing at the sky),
this property will be 1,000 studs away from the
`Class.Workspace.CurrentCamera`.
code_samples:
- Mouse-Hit-Laser-Beam
- mouse-origin-v-mouse-hit
type: CFrame
tags:
- ReadOnly
- NotReplicated
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: true
capabilities:
- Input
- name: Mouse.hit
summary: ''
description: ''
code_samples: []
type: CFrame
tags:
- Hidden
- ReadOnly
- NotReplicated
- Deprecated
deprecation_message: |
This property is a deprecated variant of `Class.Mouse.Hit` which should be
used instead.
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: false
capabilities:
- Input
- name: Mouse.Icon
summary: |
The content ID of the image used as the `Class.Mouse` icon.
description: |
**Icon** is a property that determines the image used as the pointer. If
blank, a default arrow is used. While the cursor hovers over a
`Class.GuiButton`, this property is temporarily ignored.
To hide the cursor entirely, **do not** use a transparent image –
instead, set `Class.UserInputService.MouseIconEnabled` to false.
For getting/setting the user mouse icon in experiences, you should use
`Class.UserInputService.MouseIcon`. `Class.Mouse.Icon` will be deprecated
after the new API for plugins to set the mouse cursor is released.
##### Designing a Cursor
The following guidelines may prove useful when creating your own mouse
cursors:
- The dimensions of the image used determines the size of the cursor.
- The dimensions of the image should not exceed 256 pixels on any axis.
- The **center** of the image is where mouse inputs are issued.
- The default mouse image is 64x64 pixels, with the mouse taking up 17x24
pixels of space.
##### System Cursors
When using a `Class.PluginMouse` retrieved from `Class.Plugin:GetMouse()`,
you can use the following icons similar to your system's default cursors,
such as hands, arrows, I-beams, etc. You can use these with GUI events
like `Class.GuiObject.MouseEnter|MouseEnter`,
`Class.GuiObject.MouseLeave|MouseLeave`, and
`Class.GuiButton.MouseButton1Down|MouseButton1Down` to provide a
consistent Studio experience when interacting with certain kinds of GUI
components. Note that these only work for Studio plugins; they will not
work for other `Class.Mouse` objects.
| Look* |
Asset |
Suggested Use |
 |
rbxasset://SystemCursors/Arrow |
Default clicking and selection. |
 |
rbxasset://SystemCursors/PointingHand |
Hovering over an active link/button. |
 |
rbxasset://SystemCursors/OpenHand |
Hovering over a draggable item. |
 |
rbxasset://SystemCursors/ClosedHand |
Dragging an item. |
 |
rbxasset://SystemCursors/IBeam |
Hovering in a text field. |
 |
rbxasset://SystemCursors/SizeNS |
Hovering over a vertical resize handle. |
 |
rbxasset://SystemCursors/SizeEW |
Hovering over a horizontal resize handle. |
 |
rbxasset://SystemCursors/SizeNESW |
Hovering over a corner resize handle. |
 |
rbxasset://SystemCursors/SizeNWSE |
Hovering over a corner resize handle. |
 |
rbxasset://SystemCursors/SizeAll |
Hovering over a multi-direction resize handle. |
 |
rbxasset://SystemCursors/SplitNS |
Hovering over a vertical "split" handle. |
 |
rbxasset://SystemCursors/SplitEW |
Hovering over a horizontal "split" handle. |
 |
rbxasset://SystemCursors/Forbidden |
Hovering over a locked/forbidden item. |
 |
rbxasset://SystemCursors/Wait |
Indicating an action is in progress. |
 |
rbxasset://SystemCursors/Busy |
Indicating the system is busy. |
 |
rbxasset://SystemCursors/Cross |
Hovering over a pinpoint selection area. |
* These appearances are approximations — the actual look is dependent on your operating system.
code_samples:
- dragon-mouse-icon
type: ContentId
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities:
- Input
- name: Mouse.IconContent
summary: |
The content of the image used as the `Class.Mouse` icon. Only supports
asset URIs.
description: |
**Icon** is a property that determines the image used as the pointer. If
blank, a default arrow is used. While the cursor hovers over a
`Class.GuiButton`, this property is temporarily ignored. This property
only supports asset URIs.
To hide the cursor entirely, **do not** use a transparent image –
instead, set `Class.UserInputService.MouseIconEnabled` to false.
For getting/setting the user mouse icon in experiences, you should use
`Class.UserInputService.MouseIcon`. `Class.Mouse.Icon` will be deprecated
after the new API for plugins to set the mouse cursor is released.
##### Designing a Cursor
The following guidelines may prove useful when creating your own mouse
cursors:
- The dimensions of the image used determines the size of the cursor.
- The dimensions of the image should not exceed 256 pixels on any axis.
- The **center** of the image is where mouse inputs are issued.
- The default mouse image is 64x64 pixels, with the mouse taking up 17x24
pixels of space.
##### System Cursors
When using a `Class.PluginMouse` retrieved from `Class.Plugin:GetMouse()`,
you can use the following icons similar to your system's default cursors,
such as hands, arrows, I-beams, etc. You can use these with GUI events
like `Class.GuiObject.MouseEnter|MouseEnter`,
`Class.GuiObject.MouseLeave|MouseLeave`, and
`Class.GuiButton.MouseButton1Down|MouseButton1Down` to provide a
consistent Studio experience when interacting with certain kinds of GUI
components. Note that these only work for Studio plugins; they will not
work for other `Class.Mouse` objects.
| Look* |
Asset |
Suggested Use |
 |
rbxasset://SystemCursors/Arrow |
Default clicking and selection. |
 |
rbxasset://SystemCursors/PointingHand |
Hovering over an active link/button. |
 |
rbxasset://SystemCursors/OpenHand |
Hovering over a draggable item. |
 |
rbxasset://SystemCursors/ClosedHand |
Dragging an item. |
 |
rbxasset://SystemCursors/IBeam |
Hovering in a text field. |
 |
rbxasset://SystemCursors/SizeNS |
Hovering over a vertical resize handle. |
 |
rbxasset://SystemCursors/SizeEW |
Hovering over a horizontal resize handle. |
 |
rbxasset://SystemCursors/SizeNESW |
Hovering over a corner resize handle. |
 |
rbxasset://SystemCursors/SizeNWSE |
Hovering over a corner resize handle. |
 |
rbxasset://SystemCursors/SizeAll |
Hovering over a multi-direction resize handle. |
 |
rbxasset://SystemCursors/SplitNS |
Hovering over a vertical "split" handle. |
 |
rbxasset://SystemCursors/SplitEW |
Hovering over a horizontal "split" handle. |
 |
rbxasset://SystemCursors/Forbidden |
Hovering over a locked/forbidden item. |
 |
rbxasset://SystemCursors/Wait |
Indicating an action is in progress. |
 |
rbxasset://SystemCursors/Busy |
Indicating the system is busy. |
 |
rbxasset://SystemCursors/Cross |
Hovering over a pinpoint selection area. |
* These appearances are approximations — the actual look is dependent on your operating system.
code_samples:
- dragon-mouse-icon
type: Content
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities:
- Input
- name: Mouse.Origin
summary: |
A `Datatype.CFrame` positioned at the `Class.Workspace.CurrentCamera` and
oriented toward the mouse's 3D position.
description: |
The origin `Class.Mouse` property is a `Datatype.CFrame` indicating where
the mouse originated from. It is positioned at the
`Class.Workspace.CurrentCamera` and oriented toward the mouse's 3D
position.
`Class.Mouse.UnitRay` starts at the same position as Origin, and extends
for a stud in the same direction.
```lua
local unitRay = mouse.UnitRay
local origin = mouse.Origin
-- unitRay.Direction = origin.p
-- unitRay.Direction ≈ origin.lookVector
```
For the position of the `Class.Mouse` in 3D space, see `Class.Mouse.Hit`.
code_samples:
- mouse-origin-v-mouse-hit
type: CFrame
tags:
- ReadOnly
- NotReplicated
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: true
capabilities:
- Input
- name: Mouse.Target
summary: |
The object in 3D space the `Class.Mouse|mouse` is pointing to.
description: |
The object in 3D space the `Class.Mouse|mouse` is pointing to.
Note:
- If `Class.Mouse.TargetFilter` has been set, the target filter and its
descendants will be ignored.
- When the mouse is not pointing at a `Class.BasePart`, for example when
it is pointing at the sky, Target will be `nil`.
- Developers looking for the position of the mouse in 3D space should use
`Class.Mouse.Hit`.
code_samples:
- Mouse-Button1Down
type: BasePart
tags:
- ReadOnly
- NotReplicated
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: true
capabilities:
- Input
- name: Mouse.target
summary: ''
description: ''
code_samples: []
type: BasePart
tags:
- ReadOnly
- NotReplicated
- Deprecated
deprecation_message: |
This property is a deprecated variant of `Class.Mouse.Target` which should
be used instead.
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: false
capabilities:
- Input
- name: Mouse.TargetFilter
summary: |
Determines an object (and its descendants) to be ignored when determining
`Class.Mouse.Hit` and `Class.Mouse.Target`.
description: |
This property determines an object to be ignored by the mouse when
calculating `Class.Mouse.Hit` and `Class.Mouse.Target`. The descendants of
the object are also ignored, so it is possible to ignore multiple objects
so long as they are a descendant of the object to which this property is
set. This property is useful when filtering models containing special
effects or decorations that should not affect `Class.Mouse.Hit` or
`Class.Mouse.Target`.
This property can be set to any `Class.Instance` or `nil`, for example:
```lua
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")
local player = Players.LocalPlayer
local mouse = player:GetMouse()
mouse.TargetFilter = Workspace.Model
```
Note that the `Class.Player.Character|Character` of the
`Class.Players.LocalPlayer` is ignored by the mouse automatically.
code_samples: []
type: Instance
tags: []
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: true
can_save: true
capabilities:
- Input
- name: Mouse.TargetSurface
summary: |
Indicates the `Enum.NormalId` of the `Class.BasePart` surface at which the
mouse is pointing.
description: |
This property indicates the `Enum.NormalId` of the `Class.BasePart`
surface at which the mouse is pointing. This property is derived from the
world position of mouse (`Class.Mouse.Hit`) and the part toward which the
mouse is pointing (`Class.Mouse.Target`).
This property isn't meaningful when the mouse is not pointing at a part,
for example when the mouse is pointing at the sky. At the moment, this
property is set to 'Right' under these circumstances. Before using this
property, check that the mouse's target is not `nil`.
```lua
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local mouse = player:GetMouse()
-- Check that there exists a part at which the mouse is pointing
if mouse.Target then
print("The mouse is pointing to the " .. mouse.TargetSurface.Name .. " side of " .. mouse.Target.Name)
else
print("The mouse is not pointing at anything.")
end
```
code_samples:
- Mouse-TargetSurface
type: NormalId
tags:
- ReadOnly
- NotReplicated
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: true
capabilities:
- Input
- name: Mouse.UnitRay
summary: |
A `Datatype.Ray` directed towards the mouse's world position, originating
from the `Class.Workspace.CurrentCamera` world position.
description: |
The UnitRay property is a `Datatype.Ray` directed toward the mouse's
position in 3D space (described by `Class.Mouse.Hit`). It originates from
the `Class.Camera.CFrame|CFrame` of the `Class.Workspace.CurrentCamera`.
Like all unit rays, it has a distance of 1.
```lua
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local mouse = player:GetMouse()
print(mouse.UnitRay.Direction.Magnitude) -- Always 1
```
code_samples: []
type: Ray
tags:
- ReadOnly
- NotReplicated
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: true
capabilities:
- Input
- name: Mouse.ViewSizeX
summary: |
Describes the width of the game window in pixels.
description: |
The ViewSizeX property describes the horizontal component of the game
window's size in pixels.
code_samples:
- normalized-mouse-position
type: int
tags:
- ReadOnly
- NotReplicated
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: true
capabilities:
- Input
- name: Mouse.ViewSizeY
summary: |
Describes the height of the game window in pixels.
description: |
The ViewSizeY property describes the vertical component of the game
window's size in pixels. This length includes the space used by the
topbar.
code_samples:
- normalized-mouse-position
type: int
tags:
- ReadOnly
- NotReplicated
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: true
capabilities:
- Input
- name: Mouse.X
summary: |
Describes the X (horizontal) component of the mouse's position on the
screen.
description: |
When detecting changes in the mouse's position on-screen, it is
recommended that you use `Class.ContextActionService:BindAction()` with
`Enum.UserInputType.MouseMovement` or
`Class.UserInputService.InputChanged`, which both describe the position of
the mouse using the `Class.InputObject.Position|Position` (a
`Datatype.Vector3`) of an `Class.InputObject`, instead of using this and
related properties.
The X property describes the horizontal component of the mouse's position
on the screen. The position is measured in pixels relative to the top left
corner, under the topbar. This property can be used in conjunction with
`Class.Mouse.Y` to produce a `Datatype.Vector2` representing the mouse's
position:
```lua
local position = Vector2.new(mouse.X, mouse.Y)
```
This property does not fire `Class.Object.Changed|Changed` or the signal
returned from
`Class.Object:GetPropertyChangedSignal()|GetPropertyChangedSignal`. Use
the `Class.Mouse.Move` event instead.
code_samples:
- normalized-mouse-position
type: int
tags:
- ReadOnly
- NotReplicated
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: true
capabilities:
- Input
- name: Mouse.Y
summary: |
Describes the Y (vertical) component of the mouse's screen position.
description: |
When detecting changes in the mouse's position on-screen, it is
recommended that you use `Class.ContextActionService:BindAction()` with
`Enum.UserInputType.MouseMovement` or
`Class.UserInputService.InputChanged`, which both describe the position of
the mouse using the `Class.InputObject.Position|Position` (a
`Datatype.Vector3`) of an `Class.InputObject`, instead of using this and
related properties.
The Y property describes the vertical component of the mouse's position on
the screen. The position is measured in pixels relative to the top left
corner, under the topbar. This property can be used in conjunction with
`Class.Mouse.X` to produce a `Datatype.Vector2` representing the mouse's
position:
```lua
local position = Vector2.new(mouse.X, mouse.Y)
```
This property does not fire `Class.Object.Changed|Changed` or the signal
returned from
`Class.Object:GetPropertyChangedSignal()|GetPropertyChangedSignal`. Use
the `Class.Mouse.Move` event instead.
code_samples:
- normalized-mouse-position
type: int
tags:
- ReadOnly
- NotReplicated
deprecation_message: ''
security:
read: None
write: None
thread_safety: ReadSafe
category: Data
serialization:
can_load: false
can_save: true
capabilities:
- Input
methods: []
events:
- name: Mouse.Button1Down
summary: |
Fires when the left mouse button is pressed.
description: |
This event fires when the player presses their left mouse button. Note
that this can be accessed from a `Class.Tool`; for example, when placed in
a `Class.LocalScript`, the code below prints `Button1Down` whenever the
left mouse button is pressed.
```lua
local tool = script.Parent -- Make sure this is a Tool object
tool.Equipped:Connect(function(mouse)
mouse.Button1Down:Connect(function()
print("Button1Down")
end)
end)
```
You can find out the position of the mouse in world space and if it's
pointing at any `Class.BasePart` using the `Class.Mouse.Hit|Hit` and
`Class.Mouse.Target|Target` properties.
code_samples: []
parameters: []
tags: []
deprecation_message: ''
security: None
capabilities:
- Input
- name: Mouse.Button1Up
summary: |
Fires when the left mouse button is released.
description: |
This event fires when the player releases their left mouse button. Note
that this can be accessed from a `Class.Tool`; for example, when placed in
a `Class.LocalScript`, the code below prints `Button1Up` whenever the left
mouse button is released.
```lua
local tool = script.Parent -- Make sure this is a Tool object
tool.Equipped:Connect(function(mouse)
mouse.Button1Up:Connect(function()
print("Button1Up")
end)
end)
```
You can find out the position of the mouse in world space and if it's
pointing at any `Class.BasePart` using the `Class.Mouse.Hit|Hit` and
`Class.Mouse.Target|Target` properties.
code_samples: []
parameters: []
tags: []
deprecation_message: ''
security: None
capabilities:
- Input
- name: Mouse.Button2Down
summary: |
Fires when the right mouse button is pressed.
description: |
This event fires when the player presses their right mouse button. Note
that this can be accessed from a `Class.Tool`; for example, when placed in
a `Class.LocalScript`, the code below prints `Button2Down` whenever the
right mouse button is pressed.
```lua
local tool = script.Parent -- Make sure this is a Tool object
tool.Equipped:Connect(function(mouse)
mouse.Button2Down:Connect(function()
print("Button2Down")
end)
end)
```
You can find out the position of the mouse in world space and if it's
pointing at any `Class.BasePart` using the `Class.Mouse.Hit|Hit` and
`Class.Mouse.Target|Target` properties.
code_samples: []
parameters: []
tags: []
deprecation_message: ''
security: None
capabilities:
- Input
- name: Mouse.Button2Up
summary: |
Fired when the right mouse button is released.
description: |
This event fires when the player releases their right mouse button. Note
that this can be accessed from a `Class.Tool`; for example, when placed in
a `Class.LocalScript`, the code below prints `Button2Up` whenever the
right mouse button is released.
```lua
local tool = script.Parent -- Make sure this is a Tool object
tool.Equipped:Connect(function(mouse)
mouse.Button2Up:Connect(function()
print("Button2Up")
end)
end)
```
You can find out the position of the mouse in world space and if it's
pointing at any `Class.BasePart` using the `Class.Mouse.Hit|Hit` and
`Class.Mouse.Target|Target` properties.
code_samples: []
parameters: []
tags: []
deprecation_message: ''
security: None
capabilities:
- Input
- name: Mouse.Idle
summary: |
Fired during every heartbeat that the mouse isn't being passed to another
mouse event.
description: |
Fired during every heartbeat that the mouse isn't being passed to another
mouse event.
Note, this event should not be used to determine when the mouse is still.
As it fires every heartbeat it will fire between `Class.Mouse.Move`
events.
For information on how to obtain the `Class.Mouse` object, please see the
`Class.Mouse` page.
Developers can find out the position of the mouse in world-space, and if
it is pointing at any `Class.BasePart` using the `Class.Mouse.Hit` and
`Class.Mouse.Target` properties.
Note, developers are recommended to use `Class.UserInputService` instead
of the `Class.Mouse` object in new work.
code_samples:
- Mouse-Idle1
parameters: []
tags: []
deprecation_message: ''
security: None
capabilities:
- Input
- name: Mouse.KeyDown
summary: |
Fires when a Key is pressed.
description: |
This event fires when a Key is pressed, with the passed argument being the
key that was pressed.
Note:
- Not all keys generate this event. However, you can get around this with
a few of the keys, "/" for example, by using the `Class.Mouse.KeyUp`
event.
- Some keys generate the same string as other keys.
- It's possible for the string to be empty (possibly due to "\0" key
code).
code_samples:
- Mouse-KeyDown1
parameters:
- name: key
type: string
default:
summary: ''
tags:
- Deprecated
deprecation_message: |
Mouse events have been superseded by `Class.UserInputService` which should
be used in all new work.
security: None
capabilities:
- Input
- name: Mouse.keyDown
summary: ''
description: ''
code_samples: []
parameters:
- name: key
type: string
default:
summary: ''
tags:
- Deprecated
deprecation_message: |
This event is a deprecated variant of `Class.Mouse.KeyDown` which has also
been deprecated. Neither event should be used in new work.
security: None
capabilities:
- Input
- name: Mouse.KeyUp
summary: |
Fires when a Key is released.
description: |
This event is fired when a Key is released, with the passed argument being
the key that was released.
Note:
- Not all keys generate this event. However, you can get around this with
a few of the keys, "/" for example, by using the
[[API:Class/Mouse/KeyUp|KeyUp]] event.
- Some keys generate the same string as other keys.
- It's possible for the string to be empty (possibly due to "\0" key
code).
code_samples:
- Mouse-KeyUp1
parameters:
- name: key
type: string
default:
summary: ''
tags:
- Deprecated
deprecation_message: |
Mouse events have been superseded by `Class.UserInputService` which should
be used in all new work.
security: None
capabilities:
- Input
- name: Mouse.Move
summary: |
Fired when the mouse is moved.
description: |
Fired when the mouse is moved.
Note, this event is fired when the mouse's position is updated, therefore
it will fire repeatedly while being moved.
For information on how to obtain the `Class.Mouse` object, please see the
`Class.Mouse` page.
Developers can find out the position of the mouse in world-space, and if
it is pointing at any `Class.BasePart` using the `Class.Mouse.Hit` and
`Class.Mouse.Target` properties.
```
mouse.Move:Connect(function()
local position = mouse.Hit.p
local target = mouse.Target
print(target, position)
end)
```
Note, developers are recommended to use `Class.UserInputService` instead
of the `Class.Mouse` object in new work.
code_samples:
- move-parts-with-the-mouse
parameters: []
tags: []
deprecation_message: ''
security: None
capabilities:
- Input
- name: Mouse.WheelBackward
summary: |
Fires when the mouse wheel is scrolled backwards.
description: |
The WheelBackward event fires when the mouse wheel is scrolled backwards.
Possible uses for this event include toggling a gun's scope in a first
person shooter (FPS) or zooming the player's camera.
This can be used alongside the scrolling forward event,
`Class.Mouse.WheelForward`.
For information on how to obtain the `Class.Mouse` object, please see the
`Class.Mouse` page.
Note, developers are recommended to use `Class.UserInputService` instead
of the `Class.Mouse` object in new work.
code_samples:
- Mouse-WheelBackward1
parameters: []
tags: []
deprecation_message: ''
security: None
capabilities:
- Input
- name: Mouse.WheelForward
summary: |
Fires when the mouse wheel is scrolled forwards.
description: |
The WheelForward event fires when the mouse wheel is scrolled forwards.
Possible uses for this event include toggling a gun's scope in a first
person shooter (FPS) or zooming the player's camera.
This can be used alongside the scrolling backward event,
`Class.Mouse.WheelBackward`.
For information on how to obtain the `Class.Mouse` object, please see the
`Class.Mouse` page.
Note, developers are recommended to use `Class.UserInputService` instead
of the `Class.Mouse` object in new work.
code_samples:
- Mouse-WheelForward1
parameters: []
tags: []
deprecation_message: ''
security: None
capabilities:
- Input
callbacks: []