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Instance
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GetKeysPressed
For thread safety, this property is not safe to read in an unsynchronized thread.
This function returns an array of InputObject|InputObjects associated with the keys currently being pressed down.
This array can be iterated through to determine which keys are currently being pressed, using the InputObject/KeyCode values.
To check if a specific key is being pressed, use UserInputService/IsKeyDown.
As UserInputService is client-side only, this function can only be used in a LocalScript.
Returns
| Return Type | Summary |
|---|---|
|
An array of |
Code Samples
Double Jump Key Combo
This example demonstrates how to use the UserInputService/GetKeysPressed function to create a combo action where the player double jumps when the the player presses actionKey key (Left Shift) + Jump key (Spacebar).
The actionKey variable indicates which key, combined with the Jump key, needs to be pressed for the player to double jump.
When the player presses the Jump key, the UserInputService/JumpRequest|JumpRequest event is invoked, which is connected to the script’s jumpRequest function. If the Left Shift key is pressed and the player is not already in the middle of a jump, this function sets the canDoubleJump boolean to true.
The example connects the stateChanged function to the Humanoid/StateChanged|StateChanged event so that the function fires when their Enum/HumanoidStateType|humanoid’s state changes. If the state changes from Jumping to Freefall, and the canDoubleJump boolean is true, the function makes the player jump again by setting their humanoid’s state back to Jumping using the Humanoid/ChangeState|ChangeState function
.
The example also uses the canJump boolean variable to determine when the player is in the middle of a jump. Without this variable, the player could press the actionKey + Jump Key (spacebar) to jump endlessly without landing. When the boolean is true, the player is not jumping. If the player is not jumping, jumpRequest() checks if the actionKey is pressed and sets canJump to false. When the player lands, stateChanged() sets the variable to true.
local UserInputService = game:GetService("UserInputService")
local Players = game.Players
local player = Players.LocalPlayer
local character = player.Character
local humanoid = character:WaitForChild("Humanoid")
local actionKey = Enum.KeyCode.LeftShift
local canJump = true
local canDoubleJump = false
local function jumpRequest()
local keysPressed = UserInputService:GetKeysPressed()
for _, key in ipairs(keysPressed) do
if (key.KeyCode == actionKey and canJump) then
canJump = false
canDoubleJump = true
end
end
end
local function stateChanged(oldState, newState)
-- Double jump during freefall if able to
if (oldState == Enum.HumanoidStateType.Jumping and newState == Enum.HumanoidStateType.Freefall and canDoubleJump) then
canDoubleJump = false
wait(.2)
humanoid:ChangeState(Enum.HumanoidStateType.Jumping)
end
-- Allow player to jump again after they land
if (oldState == Enum.HumanoidStateType.Freefall and newState == Enum.HumanoidStateType.Landed) then
canJump = true
end
end
UserInputService.JumpRequest:Connect(jumpRequest)
humanoid.StateChanged:Connect(stateChanged)
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