


If they pressed the "E" key it'll print out Print("The user stopped their input of ".input.Ke圜ode) Print("The user inputted a keycode of ".input.Ke圜ode) local uis = game:GetService("UserInputService") You can use InputBegan and InputEnded instead of KeyDown and KeyUp. This service gets any local input from the player whether it is a mouse clicking or someone pressing the left shift key specifically. The main problem was that you put KeyUp inside of the key up function. All rights reserved.Don't use keydown, use userinputservice! If you don't know how it works don't worry. ROBLOX and the Roblox logo are among the registered and unregistered trademarks of Roblox Corporation in the United States and other countries. We believe in building a safe, civil, and diverse community-one that inspires and fosters creativity and positive relationships between people around the world. All of these experiences are built by the Roblox community, made up of millions of creators. Every day, tens of millions of people around the world have fun with friends as they explore millions of immersive digital experiences. Roblox’s mission is to connect a billion people with optimism and civility. Past performance is not necessarily indicative of future results and quarterly performance may materially differ from aggregation of the monthly Key Metrics for each month within the quarter. These forward-looking statements should not be relied upon as representing our views as of any date subsequent to the date of this press release.
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We undertake no intention or obligation to update or revise any forward-looking statements, whether as a result of new information, future events or otherwise. We anticipate that subsequent events and developments may cause our views to change and all monthly Key Metrics are subject to normal quarter end review and potential adjustments. Our actual results could differ materially from those stated or implied in forward-looking statements or from Company expectations due to a number of factors, including but not limited to risks detailed in our filings with the Securities and Exchange Commission (the “SEC”), including our quarterly report on Form 10-Q for the quarter ended Jand other filings and reports that we may file from time to time with the SEC. Forward-looking statements are subject to a number of risks and uncertainties, many of which involve factors or circumstances that are beyond our control. The forward-looking statements included in this press release represent our views as of the date of this press release. The estimated September 2022 Key Metrics are forward-looking statements and are based on current expectations, estimates, forecasts, and projections as well as the beliefs and assumptions of management. This press release contains “forward-looking statements” within the meaning of the “safe harbor” provisions of the Private Securities Litigation Reform Act of 1995. This change in estimate also had no impact on bookings. These adjustments are not reflected in the estimated revenue range for September. As a result of this change in estimate, July and August 2022 estimated revenue (as reported on Augand September 15, 2022, respectively) were adjusted down by approximately $43 million and $38 million, respectively. Based on this assessment, the Company updated its paying user life estimate to 28 months from 25 months in the prior two quarters. On a constant currency basis, we estimate bookings growth would have been 17% - 21% year-over-year and ABPDAU would have been down 2-5% year-over-year.Ģ During the quarter ended September 30, 2022, the Company completed its quarterly assessment of its paying user life estimate, which is used for revenue recognition of durable virtual items and calculated based on historical monthly retention data for each payer cohort to project future participation on the Roblox Platform. We estimate that the impact of foreign currency fluctuations led to a reduction of approximately 6% in the year-over-year growth rate for September bookings. Hours engaged were 4.0 billion, up 16% year-over-year.Įstimated bookings were between $212 million and $219 million, up 11% - 15% year-over-year 1.Įstimated average bookings per daily active user (ABPDAU) were between $3.67 and $3.79, down 7% - 10% year-over-year 1.Įstimated revenue was between $171 million and $180 million, which represents a year-over-year change of -2% - +3% 2.ġ The strengthening of the US Dollar against the Euro, British Pound, and other foreign currencies during 2022 has had an adverse impact on bookings. Roblox Corporation (NYSE: RBLX), a global platform bringing millions of people together through shared experiences, today released certain key metrics for the month of September 2022.ĭaily active users (DAUs) were 57.8 million, up 23% year-over-year.
