GetGamepadState
For thread safety, this property is not safe to read in an unsynchronized thread.
This function returns an array of InputObject|InputObjects for all available inputs on the given Enum/UserInputType gamepad, representing each input’s last input state.
To find the Enum/UserInputType|UserInputTypes of connected gamepads, use UserInputService/GetConnectedGamepads.
As this function only fires locally, it can only be used in a LocalScript.
See this page for articles on cross-platform development.
See also
UserInputService/GamepadConnectedUserInputService/GamepadDisconnectedUserInputService/GetConnectedGamepadsUserInputService/GetNavigationGamepadsUserInputService/SetNavigationGamepadUserInputService/IsNavigationGamepadUserInputService/IsGamepadButtonDownUserInputService/GetSupportedGamepadKeyCodesUserInputService/GetGamepadConnectedUserInputService/GamepadSupportsUserInputService/GamepadEnabled
Parameters
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The |
Returns
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An array of |
Code Samples
Mapping and Polling GamepadStates
This example demonstrates how to map a Enum/UserInputType|gamepad’s states to their corresponding Enum|KeyCode|KeyCodes, and then you can always reference them. Since the states are mutable; you don’t have to keep calling GetGamepadState once they are mapped. Then, you can reference the states of the gamepad’s controls using KeyCodes and indices - such as to poll the Thumbstick1 position.