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Question by Wasplay · Mar 06, 2019 at 12:50 PM · input2d-platformerphysics2dtriggers

Input in OnTriggerStay2D

 private void OnTriggerStay2D(Collider2D collision)
 {
         Player ply = collision.GetComponentInParent<Player>();
         if (!ply.dead)
         {
             if (gm.inputs[ply.player].B && !gm.prevInputs[ply.player].B && !ply.itemEquiped && ply.takeCooldown <= 0)
             {
                 //stuff
             }
         }
     }
 }

I'm making a 2D game in which there's items you can pickup when pressing B
Everything works fine in the editor but doesn't on the build, because OnTriggerStay2D only runs when FixedUpdate does so the Inputs get broken..
Any workaround ?

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Answer by bpaynom · Mar 06, 2019 at 01:06 PM

Use a flag, update it on trigger enter / stay / exit as you need it, then make the input in Update() callback checking that flag and other conditions.

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avatar image Wasplay · Mar 06, 2019 at 01:08 PM 0
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Can't do that because it's a 4 player game so there could be 2-3 players at the same time on the item
I fixed it just by removing the "!gm.prevInputs[ply.player].B" and checking that the player releases the B button before being able to drop it by pressing B again

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