Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Vuzok · Jul 18, 2016 at 09:05 AM · if-statementsifif statementgetkeydowngetkey

Unity Update is ignoring the GetKey part of my statement!?

I can't understand this at all. Now this code isnt working but its very strange. In all of the if statements I have stated that a key must be pressed and yet as soon as a run my game it runs the first if statement without me touching the keyboard. Could someone please explain how this is happening? Thanks in advance.

 using UnityEngine;
 using System.Collections;
 
 public class Indicator : MonoBehaviour
 {
 
     public int indicator;
 
     public Renderer indicatorLeft;
     public Renderer indicatorRight;
 
     void Start()
     {
         indicator = 0;
     }
 
     void Update()
     {
 
         if (indicator == 0 || indicator == 2 && Input.GetKeyDown(KeyCode.Q))
         {
 
             indicator = 1;
 
             //This part turns on the left indicator.
             indicatorLeft.enabled = true;
             GameObject.FindWithTag("IndicatorLeft").GetComponent<AudioSource>().mute = false;
             print("Indicating Left");
             //This part turns off the right indicator.
             indicatorRight.enabled = false;
             GameObject.FindWithTag("IndicatorRight").GetComponent<AudioSource>().mute = true;
             print("Right Indicator Off");
         }
 
         if (indicator == 0 || indicator == 1 && Input.GetKeyDown(KeyCode.E))
         {
             indicator = 2;
 
             //This part turns on the right indicator.
             indicatorRight.enabled = true;
             GameObject.FindWithTag("IndicatorRight").GetComponent<AudioSource>().mute = false;
             print("Indicating Left");
             //This part turns off the left indicator.
             indicatorLeft.enabled = false;
             GameObject.FindWithTag("IndicatorLeft").GetComponent<AudioSource>().mute = true;
             print("Indicating Right");
         }
 
        if (indicator == 2 && Input.GetKeyDown(KeyCode.E))
         {
             indicator = 0;
             //This part turns off the right indicator.
             indicatorRight.enabled = false;
             GameObject.FindWithTag("IndicatorRight").GetComponent<AudioSource>().mute = true;
             print("Right Indicator Off");
         }
 
        if (indicator == 1 && Input.GetKeyDown(KeyCode.Q))
         {
             indicator = 0;
             //This part turns off the left indicator.
             indicatorLeft.enabled = false;
             GameObject.FindWithTag("IndicatorLeft").GetComponent<AudioSource>().mute = true;
             print("Left Indicator Off");
         }
     }
 }
 

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image JeffHardddyyy · Dec 15, 2016 at 10:47 PM 0
Share

Are the tags assigned?

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by Pengocat · Dec 16, 2016 at 12:15 AM

I guess you want to place the Input condition before the indicator check otherwise the Input will never be evalutated if the indicator condition is true.

 if (Input.GetKeyDown(KeyCode.Q) && indicator == 0 || indicator == 2 )
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by Havax · Dec 16, 2016 at 12:47 AM

You are saying

  (indicator == 0 || indicator == 2 && Input.GetKeyDown(KeyCode.Q))


As in "Do this if (Indicator == 0) OR (Indicator == 2 and Input.GetKeyDown(KeyCode.Q)))

That AND has no effect on the "Indicator == 0" because there is an OR statement inbetween.

Use:

  ((indicator == 0 || indicator == 2) && Input.GetKeyDown(KeyCode.Q))
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

63 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

SqrMagnitude intermittently doesn't work for if statement on prefab. (C sharp) 1 Answer

If statement for direction the character is facing 0 Answers

The If statement condition is false but the if statement stills executes 1 Answer

Use of if(Component) 1 Answer

Help with rotation please 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges