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Question by hamra · Sep 01, 2014 at 02:42 PM · listsupdate function

Why does Update() call itself more than once?

I'm new in unity and developing a cricket game. I have a screen that shows squad selection. It shows images of 15 players, out of which I have to select any 11. I keep on adding the clicked(selected) player in a List. But the problem is that when I click the player once, the size of my list becomes 4 or 5 or even more sometimes. My script is as follows:

 using UnityEngine;
 using System.Collections;
 
 public class clickbull : MonoBehaviour {
 
     // Use this for initialization
     void Start () {
     
     }
     
     
     void Update () {
         
         if (Input.touchCount == 1)
         {
             Vector3 wp = Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position);
             Vector2 touchPos = new Vector2(wp.x, wp.y);
             if (collider2D == Physics2D.OverlapPoint(touchPos))
             {
                 //if(countausplayer.countteam<=11){
                 Material newMat = Resources.Load("New Material", typeof(Material)) as Material;
                 gameObject.renderer.material = newMat;
                 PlayersManager.objPlayerList.Add(PlayersManager.setPlayerObject("Bull"));
                 countausplayer.countteam++;
                 //}
                 
             }
             
         }
     }
     }
     
 Please guide me where am I going wrong?? why is the List size increasing on its own?? How to use this..Please help, its really urgent.
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avatar image Suddenly_Bacon · Sep 01, 2014 at 02:55 PM 0
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If you hold the mouse down does the list size keep increasing, or do you click once and it goes up 4 or 5 and then stop?

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Answer by AyAMrau · Sep 01, 2014 at 02:54 PM

Update calls itself once per frame, a frame last a fraction of a second, so even the quickest touch will last several frames.

Therefore you need to add some safeguard that only permits the action once per touch. Then unlock it once the touch ends.

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Answer by Baste · Sep 01, 2014 at 04:26 PM

Update is called every frame, so that script is called a bunch of times every second as long as you have a finger on the screen.

The solution is to replace

 if (Input.touchCount == 1)

with

 if(Input.GetTouch(0).phase == TouchPhase.Began)

which checks if the Input started this frame, which is what you're looking for.

The 0 means to check the phase of the first (index 0) touch input - ie. the first finger that's on the screen at the moment.

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