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 jasonmcev · Jul 03, 2015 at 12:11 AM · c#instantiatereturnonce

How to make object instantiate once but still call next function.

hi all, I am having a mind melter trying to set up a early crafting mechanism, I want to press a button and have an object appear for the player to use a raycast to to place on the ground. this is all fine and works and when the player clicks the mouse it places a new object on the ground, however when i turn on the crafting system with (c key for now) the template object spawns over and over.

Code public bool craftingOn = false; public Transform spawner; public Transform[] myObjects; public Transform[] myRealObjects; public float rayDistance = 100f;

 public string tagCheck = "Ground";
 public bool checkAllTags = false;
 
 //need to link this to inventory so that items only go into arrays that are in the inventory.
 void Update () 
 {
         craftOnOff(myObjects[0],myRealObjects[0]);
 }

 void CraftItem(Transform unCrafted, Transform crafted)// this works pefect just need to adapt items that put into function
 {
     bool foundHit = false;
     RaycastHit hit = new RaycastHit();

     foundHit = Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition),out hit,rayDistance);

     if(foundHit && !checkAllTags && hit.transform.tag != tagCheck)
         foundHit = false;
     if(foundHit)
     {
         unCrafted.position = hit.point;//use a loop here just test
         if(Input.GetButtonDown("Fire1"))
         {
             Transform clone;
             clone = Instantiate(crafted,hit.point,Quaternion.identity)as Transform;
         }
     }
 }

 void craftOnOff(Transform item, Transform realItem)//for now c turns on off crafting  ray for player.
 {
     if(Input.GetKeyDown(KeyCode.C))//need set this to turn on from a UI Button not key
     {
         craftingOn = !craftingOn;// turning on and off the crafting needs to be set up in controls properly
     }
     if(craftingOn)
     {    
         Transform cloneItem;
         cloneItem = Instantiate(item,spawner.transform.position,spawner.transform.rotation)as Transform;
         CraftItem(cloneItem,realItem);
     }
     if(!craftingOn)
     {
         //get rid of object if one is instantiated and player changes mind.
         // and add resources back to inventory
     }
 
 }
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 g8minhquan · Jul 03, 2015 at 01:38 AM

After turning on the craftingOn = true with the GetKeyDown (KeyCode.C) , you haven't turn it off with the GetKeyUp(KeyCode.C), so it's on forever, and the function got called every Update() (like 60 times per second). That's why.

A better way to organize this code is to to put the Input.GetKeyDown check into the Update() function Like this:

  void Update () 
  {
      if(Input.GetKeyDown(KeyCode.C)) {
          CraftMyStuff(something1,something2);
      }
 
  }

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

3 People are following this question.

avatar image avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

C# Function that returns instantiated object 1 Answer

Distribute terrain in zones 3 Answers

Why is instantiated animator prefabs are not working properly? 2 Answers

Instantiate Primitive Code Stopping Unexpectedly 2 Answers


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