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Question by mbhigham · Oct 26, 2016 at 06:25 AM · inputkeyboardkeyinput.getkey

Input script

I am trying to set up so that when I walk into a trigger, you press "e" key to enable an object and it's not working.

What exactly is wrong with my code.

 #pragma strict
         
         var obj : GameObject;
     
 function Start () {
     
         obj.gameObject.SetActive(false);
 }
     
 function OnTriggerEnter (player : Collider) 
 { 
         //gameObject.SetActive(true);
         if (Input.GetKey("e")){
         obj.gameObject.SetActive (true);
         Destroy(gameObject);
         } 
 }

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Answer by hexagonius · Oct 26, 2016 at 06:58 AM

Try holding e while walking into the trigger and it will work. The problem is, that OnTriggerEnter is executed once and that's when you need the key also down. If you want e to work as long as you "stay" inside the trigger, use OnTriggerStay and GetKeyDown. This way the code gets constantly executed and just listens for a key press. GetKey would just spam each frame the key is down, and that's a lot during the time a user just presses the key, considering the high framerate.

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avatar image mbhigham · Oct 26, 2016 at 07:14 AM 0
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Thank you! That worked perfectly.

avatar image mbhigham · Oct 26, 2016 at 07:32 AM 0
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Can it be done where it only accepts input when in the trigger?

avatar image hexagonius mbhigham · Oct 26, 2016 at 06:49 PM 0
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well, that's how it works now. OnTriggerStay is called as long as in the trigger. Thats when it works. Or what do you mean?

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