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Question by justinkatic · Sep 17, 2017 at 07:22 AM · gameobjectinstantiate prefabactivedeactivatekeydown

activating and deactivating gameObject on keypress?

bit of a noob when it comes to scripting with c# but want to know if there is an easy way to instantiate an object on getkey down. So a shield and then when I let go of shift the object will be disappear and to be able to repeat this step

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Answer by TheIvan1928 · Sep 17, 2017 at 11:05 AM

There's a big difference between instantiating and enabling/disabling a Game Object.

In your case, GameObject.SetActive() is the method you want to use.

First, you declare a GameObject field:

 public GameObject shieldObject;

And then, on a function that ocurrs every frame (i.e. the Update () method):

 if (Input.GetKeyDown(KeyCode.LeftShift))
     shieldObject.SetActive(true);
 
 else if (Input.GetKeyUp(KeyCode.LeftShift))
     shieldObject.SetActive(false);

This will enable the shield object whenever the player starts pressing shift, and disable it when the user stops holding it.

You could also do the same thing with Object.Instantiate(), but it would require some more unnecessary work.

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avatar image davidwhiffen · Apr 15, 2020 at 12:57 PM 0
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What if I want to toggle between them? Escape key brings the menu up, but hitting it again closes the menu?

avatar image Hellium davidwhiffen · Apr 15, 2020 at 01:14 PM 1
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 if (Input.GetKeyDown(KeyCode.Escape))
     yourObject.SetActive(!yourObject.activeSelf);
avatar image davidwhiffen Hellium · Apr 15, 2020 at 02:18 PM 0
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Thank you!

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