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Pulse.Input

Pulse.Input lets you simulate key presses programmatically. It tries two approaches in order — VirtualInputManager (where available) and a UserInputService event fire — so it works across different executor environments.


API

Pulse.Input.simulateKey(keyCode)
ParameterTypeDescription
keyCodeEnum.KeyCodeThe key to simulate pressing and releasing

Example

-- Trigger the game's built-in jump action
Pulse.Input.simulateKey(Enum.KeyCode.Space)

-- Simulate a roll / dodge input
Pulse.Input.simulateKey(Enum.KeyCode.Q)

How it works

simulateKey fires both a VIM key event and a UIS InputBegan/InputEnded event with a short delay between press and release. Both paths are wrapped in pcall so a failure in one doesn't prevent the other.

VIM press → wait 100ms → VIM release
UIS InputBegan fire → wait 50ms → UIS InputEnded fire

Limitations

  • VirtualInputManager (_VIM) is only available in some executors. If it's absent the VIM path silently fails and only the UIS fire runs.
  • Simulated input won't trigger hardware-only checks. If a game detects synthetic input server-side this won't bypass that.
  • There's no way to hold a key pressed — each call is a full press-and-release cycle.