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Question by Vincicenzo · Mar 04, 2019 at 05:07 AM · c#inputif-statementskeypress

How do I make a key activate only when another key is pressed

I'm trying to make a game where the player must alternate between 2 buttons in order to move forward. This is what I have so far.

     if (Input.GetKeyDown(KeyCode.A))
         {
             transform.position += Vector3.up * 0.025f;
         }
 
         if (Input.GetKeyDown(KeyCode.D))
         {
             
             transform.position += Vector3.up * 0.025f;
         }

Thanks!

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Answer by ramesh-poreddy · Mar 04, 2019 at 06:49 AM

create a variable named nextAcceptableKey and compare it when ever a key pressed/released.

Here is the snippet you need

 private KeyCode nextAcceptableKey = KeyCode.A;
     void Update()
     {
         if (Input.GetKeyDown(nextAcceptableKey))
         {
             transform.position += Vector3.up * 0.025f;
             nextAcceptableKey = (nextAcceptableKey == KeyCode.A) ? KeyCode.D : KeyCode.A;//Assigns alternate keys
         }
     }
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avatar image Vincicenzo · Mar 04, 2019 at 07:04 AM 0
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Thanks man this is incredible.

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Answer by dan_wipf · Mar 04, 2019 at 05:31 AM

There are 3 input methods to get a KeyPress.


  • Input.GetKeyDown => when Key is pressed Down


    • Input.GetKey => when Key is hold


    • Input.GetKeyUp => when Key is released


To combine two events you need to use the Operator && but this won’t work on down&&down / up&&up / up&&down because you’re not that fast to press two keys in the same frame. so you need to do something like this:


 if (Input.GetKeyDown(KeyCode.A) && Input.GetKey(KeyCode.D)){}
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avatar image Vincicenzo · Mar 04, 2019 at 06:21 AM 0
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I appreciate the help a lot but It's still not perfect. Is there any way to stop a button from being activated until the next button is pressed and vice versa?

avatar image dan_wipf · Mar 04, 2019 at 06:40 AM 0
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hm you might want to use the ! operator before !Input.Get$$anonymous$$ey($$anonymous$$eyCode.D) && Input.Get$$anonymous$$eyDown($$anonymous$$eyCode.A) => this will check that D is not pressed/heldDown when A us Pressed, just use this the Opposite way for D

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