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Question by Noxury · Sep 03, 2017 at 07:39 PM · instantiatemouseclickmove an objectplacing

How to avoid instant GetMouseButtonDown-checking when instantiating object with button?

I am instantiating objects when I press ui-buttons. I want to move them around until as I click again, but unfortunalty because of pressing the ui-button it releases it instantly. Even if I set a bool flag to check on the next Frame it dont work.

 void Update () {
     if(currentObj)
         MoveObject();
 }
 
 void MoveObject(){
     //Movement
     currentObj.position = Input.mousePosition;

     if(instantiated){ //Check on next frame to avoid instant placing
         if(Input.GetMouseButtonDown(0))
             currentObj = null;//Release it
     } else
         instantiated = true;
 }
 
 public void InstantiateObj(string obj){
     instantiated = false;
     currentObj = Instantiate(Resources.Load(obj), Vector3.zero, Quaternion.identity) as Transform;
 }

 
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Answer by unidad2pete · Sep 03, 2017 at 10:08 PM

I hope this is you want:

 public bool IHaveObject;
     void Update()
     {
         if (currentObj)
         {
             MoveObject();
         }
         if(Input.GetMouseButtonDown(0))
         {
             if(IHaveObject)
             {
                 IHaveObject = false;
                 currentObj = null;
             } else
             {
                 IHaveObject = true;
                 InstantiateObj("YOUR OBJECT");
 
             }
         }
     }
 
     void MoveObject()
     {
         currentObj.position = Input.mousePosition;
     }
 
     public void InstantiateObj(string obj)
     {
         currentObj = Instantiate(Resources.Load(obj), Vector3.zero, Quaternion.identity) as Transform;
     }
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avatar image Noxury · Sep 03, 2017 at 10:36 PM 0
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Thanks but the objects are instantiated from ui-buttons with specified string parameter thats why the instantiate method is public and has a string parameter.

avatar image unidad2pete Noxury · Sep 03, 2017 at 10:45 PM 0
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No problem, move IHaveObject = true inside of your InstantiateObj function and remove the ELSE of " if(IHaveObject) "

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