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Entering/exiting vehicles
Hello i have been trying to use a system for entering and exiting vehicles. I used one from another posthttp://answers.unity3d.com/questions/51051/vehicle-enterexit-system-for-first3rd-person-.html followed everything and still didn't work This is the code i use i attached it to the door trigger i created a exit point i changed the tags i made a vehicle tag. When i play it say's something is up with the input but i am not sure what to call the button. Thanks any help is really appreciated
var car : Transform;
var player : Transform;
var exitPoint : Transform;
var doorTriggerLeft : Transform;
var PlayerCamera : Camera;
var CarCamera : Camera;
var isPlayerVisible : boolean;
function Update(){
if (Input.GetButtonUp("e")&& isPlayerVisible){
// make player invisible and still standing
player.gameObject.SetActiveRecursively(false);
player.gameObject.active = false;
// parent player to Exit Point
player.parent = exitPoint.transform;
player.transform.localPosition = Vector3(-1.5,0,0);
// parent PlayerParent to car
exitPoint.parent = car.transform;
exitPoint.transform.localPosition = Vector3(-0.5,0,0);
// Enable Car as controllabe object
GameObject.Find("airplane").GetComponent("moveairplane").enabled=true;
PlayerCamera.enabled = false;
CarCamera.enabled = true;
}
else
{
if (Input.GetKeyUp("r")){
// make character visible again
player.gameObject.SetActiveRecursively(true);
player.gameObject.active = true;
// unparent player from everything
player.transform.parent = null;
// parent Exit Point to door Trigger
exitPoint.parent = doorTriggerLeft.transform;
// disable car as controllable
GameObject.Find("airplane").GetComponent("moveairplane").enabled=false;
PlayerCamera.enabled = true;
CarCamera.enabled = false;
}
}
}
function OnTriggerEnter(Player : Collider) {
isPlayerVisible = true;
}
function OnTriggerExit(Player : Collider) {
isPlayerVisible = false;
}
Answer by Sylux102 · Mar 16, 2015 at 02:42 PM
Your input calls for a button down, then it wants a string input, instead you want it to check a specific key. Try using Input.GetKeyDown(KeyCode.E) instead.
Or use Input.GetButtonDown("Action") and then add the input "Action" in the input manager.
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