Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
avatar image
0
Question by 0n35 · Oct 27, 2013 at 08:22 PM · transforminput

Fixing Diagnol Speed Boost C#

I am running into a problem where a function is being called over and over again, however I only want it to be called once each time an input is detected. That function name is DiagFix that you can see in my code below

 using UnityEngine;
 using System.Collections;
 
 
 
 public class movement : MonoBehaviour {
     
     
     public GameObject GamePiece;
     public float speed = 0.4f;
     public bool dinitiated = false;
     
     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void Update () {
         
         if ((Input.GetButton ("Forward") && Input.GetButton ("SLeft")) || 
             (Input.GetButton ("Forward") && Input.GetButton ("SRight")) ||
             (Input.GetButton ("Backward") && Input.GetButton ("SLeft")) || 
             (Input.GetButton ("Backward") && Input.GetButton ("SRight"))) {    
         
             DiagFix();
         }
         
         Vector3 minusx = new Vector3(-speed,0,0);
         Vector3 plusx = new Vector3(speed,0,0);
         Vector3 minusz = new Vector3(0,0,-speed);
         Vector3 plusz = new Vector3(0,0,speed);
         
         if (Input.GetButton ("Forward")) {
             if (GamePiece.transform.position.z < 24.5f) {
                     GamePiece.transform.position += plusz; 
             }
         }
         if (Input.GetButton ("Backward")) {
             if (GamePiece.transform.position.z > 0.5f) {
                     GamePiece.transform.position += minusz; 
             }
         }
         if (Input.GetButton ("SLeft")) {
             if (GamePiece.transform.position.x > 0.5f) {
                     GamePiece.transform.position += minusx; 
             }
         }
         if (Input.GetButton ("SRight")) {
             if (GamePiece.transform.position.x < 24.5f) {
                     GamePiece.transform.position += plusx; 
             }
         }
     }
     
     void DiagFix () {
         if( dinitiated = false ) {
             dinitiated = true;
             speed = speed / 4;
         } else {
     
Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by robertbu · Oct 27, 2013 at 08:39 PM

This is a ugly little probelm that I don't see an elegant fix. You can solve it by replacing each of the main clauses in your 'if' statement with two statements, checking the 'Down' state for one or the other of the two buttons:

   if ((Input.GetButtonDown ("Forward") && Input.GetButton ("SLeft")) || 
      (Input.GetButton ("Forward") && Input.GetButtonDown ("SLeft")) || 
      (Input.GetButtonDown ("Forward") && Input.GetButton ("SRight")) ||
      (Input.GetButton ("Forward") && Input.GetButtonDown ("SRight")) ||
      (Input.GetButtonDown ("Backward") && Input.GetButton ("SLeft")) || 
      (Input.GetButton ("Backward") && Input.GetButtonDown ("SLeft")) || 
      (Input.GetButtonDown ("Backward") && Input.GetButton ("SRight")) || 
      (Input.GetButton ("Backward") && Input.GetButtonDown ("SRight"))) {  
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

15 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

Related Questions

Help In Making a SphereCast for 3D Tire! Working RayCast Script included! 0 Answers

Moving an object from it's current position to the position of the mouse cursor. 0 Answers

How do I get a charge shoot with power equal to time? 0 Answers

Drag object in a circle path 1 Answer

move a GameObject based on Input.GetTouch 1 Answer


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