Learn
Engine Class
HapticService
Deprecated
Not Creatable
Service
Not Replicated

Summary
Inherited Members

API Reference
Methods
GetMotor
Capabilities: Input
HapticService:GetMotor(
inputType:Enum.UserInputType, vibrationMotor:Enum.VibrationMotor
Parameters
vibrationMotor:Enum.VibrationMotor
Returns

IsMotorSupported
Capabilities: Input
HapticService:IsMotorSupported(
inputType:Enum.UserInputType, vibrationMotor:Enum.VibrationMotor
Parameters
vibrationMotor:Enum.VibrationMotor
Returns

IsVibrationSupported
Capabilities: Input
HapticService:IsVibrationSupported(inputType:Enum.UserInputType):boolean
Parameters
Returns

SetMotor
Capabilities: Input
HapticService:SetMotor(
inputType:Enum.UserInputType, vibrationMotor:Enum.VibrationMotor, vibrationValues:Tuple
):()
Parameters
vibrationMotor:Enum.VibrationMotor
vibrationValues:Tuple
Returns
()
Code Samples
HapticService:SetMotor()
local UserInputService = game:GetService("UserInputService")
local HapticService = game:GetService("HapticService")
local cachedInputs = {}
local keyToVibration = {
[Enum.KeyCode.ButtonL2] = Enum.VibrationMotor.Small,
[Enum.KeyCode.ButtonR2] = Enum.VibrationMotor.Large,
}
local function onInputChanged(property)
if property == "Position" then
HapticService:SetMotor(inputType, vibrationMotor, input.Position.Z)
end
end
local function onInputBegan(input)
if not cachedInputs[input] then
local inputType = input.UserInputType
if inputType.Name:find("Gamepad") then
local vibrationMotor = keyToVibration[input.KeyCode]
if vibrationMotor then
-- Watch this input manually to accurately update the vibration motor
cachedInputs[input] = input.Changed:Connect(onInputChanged)
end
end
end
end
UserInputService.InputBegan:Connect(onInputBegan)

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