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Question by intermension · Oct 27, 2016 at 06:47 PM · movement scriptmouse control

Proper way to detect both mouse buttons down

Hi,

I'm learning Unity and starting with basic character movement and camera controls. I'm essentially copying WoW character movements. I want to move my game object forward when both mouse buttons are held down. I can make it work but the code seems clumsy and I wonder if there is a better more professional way using Inputs or "something". My code is below:

     bool _running = false;
     bool _leftDown = false;
     bool _rightDown = false;
 
     public virtual void GetInput()
     {
         //forwardInput = Input.GetAxis(inputSettings.FORWARD_AXIS); // interpolated
         if (Input.GetMouseButtonDown(0))
         {
             _leftDown = true;
         }
 
         if (Input.GetMouseButtonDown(1))
         {
             _rightDown = true;
         }
 
         if (_leftDown && _rightDown)
         {
             _running = true;
         }
 
         if (Input.GetMouseButtonUp(0))
         {
             _leftDown = false;
             _running = false;
         }
 
         if (Input.GetMouseButtonUp(1))
         {
             _rightDown = false;
             _running = false;
         }
 
         turnInput = Input.GetAxis(inputSettings.TURN_AXIS);
         jumpInput = Input.GetAxisRaw(inputSettings.JUMP_AXIS); 
     }

I call this in Update and follow on from this in FixedUpdate to actually use the _running flag to setup forward velocity etc. I guess Im asking if there is a one liner for all of this. Seems like a lot of code for something so simple.

I tried creating a custom input with Mouse 0 + Mouse 1 but the editor wouldn't allow it.

Thanks

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Answer by hexagonius · Oct 27, 2016 at 09:18 PM

You can just do this and it's the same:

      bool _running = false;
      bool _leftDown = false;
      bool _rightDown = false;
  
      public virtual void GetInput()
      {
          //forwardInput = Input.GetAxis(inputSettings.FORWARD_AXIS); // interpolated

          _running = Input.GetMouseButton(0) && Input.GetMouseButton(1);
  
          turnInput = Input.GetAxis(inputSettings.TURN_AXIS);
          jumpInput = Input.GetAxisRaw(inputSettings.JUMP_AXIS); 
      }
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avatar image intermension · Oct 28, 2016 at 08:37 AM 0
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Ah brilliant thanks. I originally tried using mouse down

_running = Input.Get$$anonymous$$ouseButtonDown(0) && Input.Get$$anonymous$$ouseButtonDown(1);

I spoke with someone today and they said it's because it Get$$anonymous$$ouseButtonDown is only triggered in a single frame.

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