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how to chick weather the button is pressed or held down
sorry for my english, i have 1 button i need to chick if it is being pressed or held down how do i do this
By button, do you mean keyboard, mouse or GUI?
And please read the manual, because your answer is there (for any of the case above).
its gui, when i read the script reference it talked about the button and the GUI.RepeatButton but they are separate i want them to be the same button
Answer by aldonaletto · May 12, 2012 at 04:52 PM
You can use Input.GetButton("buttonName"): this function returns true while the button is pressed. There are equivalents for keys (Input.GetKey("a"), for instance) and for GUI ( GUI.RepeatButton)
EDITED: Well, doing what you want with GUI buttons is more complicated than I supposed: contrary to what I thought, RepeatButton doesn't return true while pressed - it actually returns true and false alternately each OnGUI! This complicates things, because there's no steady state to rely on.
But the show can go on: since Unity doesn't return a steady state for us, let's create our own! We can use a boolean flag, speedButton, which will be set when RepeatButton returns true and reset when the mouse button is released.
To simplify things a little, let's check the time only when RepeatButton is released: if it's greater than the limit, select high speed, otherwise select low speed:
var speed: float; var timeThreshold: float = 0.6; // 600mS to select high speed
private var speedButton = false; // current button state private var lastState = false; // last button state private var speedTime: float = 0; // time measurement
function OnGUI(){ // create a steady state result for RepeatButton: // set speedButton when RepeatButton is true... if (GUI.RepeatButton(Rect(10,10,200,100), "Speed")){ speedButton = true; } // and reset it when mouse button released: speedButton &= Input.GetMouseButton(0); // now speedButton can be verified: if (speedButton != lastState){ // if button changed state... lastState = speedButton; // register current state if (speedButton){ // if button down define the threshold time speedTime = Time.time + timeThreshold; } else { // if button up select speed according to time elapsed speed = (Time.time > speedTime)? 10 : 5; } } }
sorry it didnt work i replaced the speed =5 with print(low speed) and when i turn the game one the low speed is always there even with out pressing the button. my program$$anonymous$$g skills arnt good so i dont know how to fix it
Ok, I'll check this - this logic is always confusing!
Dear God! RepeatButton actually returns true and false alternately while pressed, what invalidates my previous algorithm!
To solve this, I edited my answer and added a boolean flag that is true while the RepeatButton is pressed and becomes false when it's released - take a look at my answer.