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)
| Parameter | Type | Description |
|---|---|---|
keyCode | Enum.KeyCode | The 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.