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Question by ExtremePowers · Aug 25, 2014 at 06:10 AM · guitogglekeycode

GetKeyDown Bug

My bug is that the GetKeyDown doesn't work as intended, it seems random when its working or not and I have no idea what could be causing the problem. Code:

 function Update() {
     if (Network.isServer || Network.isClient) {
         ShowInGameGUI = true;
     } else {
             ShowInGameGUI = false
     }
     if (ShowInventory) {
         if (Input.GetKeyDown(KeyCode.Escape)) {
             ShowInventory = false;
             return;
         }
     }
     if (!ShowInventory) {
             if (Holding) {
                 var Holding = false;
                 var CurrentHolding = new item();
                 var CurrentHNumber = -1;
             }
     }
 if (ShowInGameGUI) {
             if ( player == null) {
             player = GameObject.Find(PlayerPrefs.GetString("Username"));
             }
     //Show in-game GUI
     if (Input.GetButtonDown("Inventory")) {
         if (ShowPauseMenu) {
             return;
         }
         ShowInventory = !ShowInventory;
     }
     if (Input.GetButtonDown("Cancel")) {
         if (ShowInventory) {
             ShowInventory = false;
             return;
         }
         ShowPauseMenu = !ShowPauseMenu;
     }
     if (ShowPauseMenu || ShowInventory) {
         mouse(false);
         //It seems like these lines are making the game unfocus, so each time you toggle the inventory you will need to click on the game again.
         Screen.lockCursor = false;
         Screen.showCursor = true;
     } else {
         mouse(true);
         Screen.lockCursor = true;
         Screen.showCursor = false;
     }
 }
 }

Would the GUI Code help finding the issue?, maybe some overload when calling or something...

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avatar image Pangamini · Aug 25, 2014 at 07:12 AM 0
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You didn't really describe any actual problem

avatar image Tehnique · Aug 25, 2014 at 07:13 AM 0
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Post more info, please. Like "expected" and "actual" results.

avatar image ExtremePowers · Aug 25, 2014 at 07:14 AM 0
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The problem is that the when toggling the inventory it will show, but also block all Get$$anonymous$$eyDown calls for about 1 $$anonymous$$ute.

avatar image meat5000 ♦ · Aug 25, 2014 at 02:25 PM 0
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If Alpha is a key youve specified in Input manager, you use ("Alpha") ins$$anonymous$$d of $$anonymous$$eyCode, I do believe.

avatar image Landern · Aug 25, 2014 at 02:28 PM 0
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ahh.. i'm going to hell.

@meat5000, the Alpha keys are defined by unity as the numeric keys on the number pad

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Answer by blackshtormx · Aug 31, 2014 at 03:27 PM

    if (Input.GetKeyDown("Cancel")) {
         if (ShowInventory) {
             ShowInventory = false;
             return;
         }

you have to write "getkeydown" try it :) it should work.

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avatar image ExtremePowers · Sep 01, 2014 at 05:29 PM 0
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It didn't work either, the bug is still there...

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