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Question by Graygoo · Apr 22, 2013 at 07:11 AM · inputtriggergetbutton

Input trigger doesn't work

Hi everyone,

I'm new to unity (and javascript ^^) and I can't find a solution to my problem.

Here is the problem: I have a script which is working, but when I want to add interactivity with Input.GetButton, nothing happens.

Here is my script:

 function OnTriggerEnter(myTrigger : Collider) {
 
          Debug.Log("Hi");
 
          if(myTrigger.gameObject.name == "Sphere" && Input.GetButtonUp("Retreat")){
 
                 Debug.Log("follow");
                 gameObject.GetComponent( IA_Follow_Player ).enabled = true;
 
 }    
 }    
 
 function OnTriggerExit(myTrigger : Collider) {    
 
         if(myTrigger.gameObject.name == "Sphere"){
 
                gameObject.GetComponent( IA_Follow_Player ).enabled = false;
                Debug.Log("Stun");
       }  
 }


Without " && Input.GetButtonUp("Retreat") " (first if statement), everything is working perfectely. But when I add it, I don't have any error on the console and I can read the messages "Hi" and "Stun" from the console. Unfortunately, I can't read "Follow" and my script "IA_Follow_Player" doesn't play.

Basically, I just want my script "IA_Follow_Player" to execute if the gameObject my script is attached to is colliding with "Sphere" AND if I press a key.

(I also tried with Input.GetButton("Retreat") / Input.GetButtonDown("Retreat") / Input.GetKey(1) / Input.GetKeyUp(1) / Input.GetKeyDown(1), and I named in the input manager a "Retreat" input. I also tried many keys to be sure that it was not from my keyboard).

Does anyone have a clue ?

Thanks a lot.

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Answer by MrSteve1 · Apr 22, 2013 at 08:11 AM

If you want "interactivity" you will need OnTriggerStay or a different function. Here's my suggestion.

     var follow : boolean = false
     
     function Update()
     {
             if(Input.GetButtonUp("Retreat")){
                  if(follow){//<-- same as if(follow == true)
                    gameObject.GetComponent( IA_Follow_Player ).enabled = true;  
                  }
             }
     }
     function OnTriggerEnter(myTrigger : Collider) {
      
              Debug.Log("Hi");
      
              if(myTrigger.gameObject.name == "Sphere"{
      
                     Debug.Log("follow");
                     follow = true;
                     
      
     }   
     }   
      
     function OnTriggerExit(myTrigger : Collider) {  
      
             if(myTrigger.gameObject.name == "Sphere"){
      
                    gameObject.GetComponent( IA_Follow_Player ).enabled = false;
                    follow = false;
                    Debug.Log("Stun");
         }  
     }
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avatar image Graygoo · Apr 22, 2013 at 08:53 AM 0
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Thanks a lot ! I'll check if it works.

avatar image Graygoo · Apr 22, 2013 at 11:36 AM 0
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It works perfectly. Thanks a lot man, I owe you a beer : )

avatar image MrSteve1 · Apr 22, 2013 at 06:43 PM 0
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Thanks man. I drink London Pride or Brooklyn Brewery! I would encourage you to accept this as a correct answer in case anyone else has the same issue.

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Answer by AlucardJay · Apr 22, 2013 at 07:56 AM

The problem is you are trying to detect a key event in the exact same frame as a trigger event. Unless the player has amazing timing or pure luck, this will never happen. The OnTriggerEnter event only happens for a single frame, and so does Input.GetButtonUp. You need to rethink what you are trying to do.

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avatar image Graygoo · Apr 22, 2013 at 08:54 AM 0
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Oh. I see. I thought that OnTriggerEvent was checking each frame.

Thanks a lot for the quick answer : )

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