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Question by Zer0HP · Feb 26, 2016 at 03:09 PM · camerajavascriptcolliderbooleanif-statements

If script not working as expected - camera switch

I have been working for a couple of days on the script below and it compiles without error. However, when I am close to the object and press E...nothing happens, no cam,era switch, no debug log... It's like the IF statement never actually completes / runs.

 var hasCollided:boolean = false;
 var labelText:String = "";
 var cam1 : Camera;
 var cam2 : Camera;
 
 function Start () {
     cam1.enabled = true;
     cam2.enabled = false;  
 }
  
 function OnGUI()
 {
     if (hasCollided ==true)
     {    
         GUI.Box(Rect(140,Screen.height-50,Screen.width-300,120),(labelText));
     }
 }
  
 function OnTriggerEnter(c:Collider)
     {
         if(c.gameObject.tag =="Player") 
      
         {
  
             hasCollided = true;
             labelText = "Press E to access the console";
             if (Input.GetKeyUp(KeyCode.E))
             {
                 cam1.enabled = !cam1.enabled;
                 cam2.enabled = !cam2.enabled;
                 Debug.writeln = "E Key Pressed.";
             }
                      
         }
     }
  
     function OnTriggerExit( other : Collider ){
         hasCollided = false;
   
     }

This is JavaScript and any help would be appropriated.

Thanks, Phill

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avatar image Zer0HP · Feb 26, 2016 at 04:26 PM 0
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Bumping Post

avatar image Glurth · Feb 26, 2016 at 05:41 PM 0
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suggest an additional debug line at the top of the function, before any if's: confirm the code is being run at all.

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Answer by termway · Feb 26, 2016 at 07:53 PM

Input.GetKeyUp is only valid during the frame the user releases the key. There is a high probabilty that it won't be in the same frame of your OnTriggerEnter event.

Two solutions: Use update function to manage your Input.

 void Update()
 {
     if (hasCollided  && Input.GetKeyUp(KeyCode.E))
     {
         cam1.enabled = !cam1.enabled;
         cam2.enabled = !cam2.enabled;
         Debug.writeln = "E Key Pressed.";
     }
 }

Or use OnTriggerStay() instead of OnTriggerEnter() which is call as long as you are colliding.

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