Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by digzelot · May 18, 2014 at 03:16 AM · timejumpvehicle

How can I detect the time someone uses input?

I have a jump function that's using addforce to create the jump - There is also a double jump, that adds jumpSpeed to the first jump's velocity.y

Problem is that if the player presses the space bar really fast, the character jumps really high, because at the start of the jump velocity.y is much higher than it is a fraction of a second later

I want a jump and double jump function that works consistently - My idea is to divide the jump into seconds - if the player presses the spacebar twice within .1 seconds, then no force is added, etc etc

How can I record when the spacebar is pressed? If I know that, I can simply do (inputA - inputB) < 0.1f do nothing

Here's my jump function

 void Jump()
     {
         rigidbody.AddForce(0,jumpSpeed,0);
         jumpCount++;
         isGrounded = false;
     }

and how I call it

 if((jumpCount < 2 && Input.GetButtonDown("Jump")) && !bossArea) // ******* jump
         {
         
             if(Random.Range(0,1) == 0 && jumpCount < 2)
                 audio.PlayOneShot(jump_a);
             else
                 audio.PlayOneShot(jump_b);
         }
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by robertbu · May 18, 2014 at 03:18 AM

You can do it this way. Record by:

 var timestamp = Time.time;

Test by:

 if (Time.time > timestamp + waitTime) {
      // Do something
  }

Or

 var timestamp = Time.time + waitTime;

And test:

 if (Time.time > timestamp) {
      // Do something
  }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

20 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Jump same amount, no matter how long jump key is held 1 Answer

Problems with jump script 1 Answer

How to do 2 distinctives jumps relative to the time the key spent down? 0 Answers

Time Delay Animation 1 Answer

how to do a jump relative to the time the key spent down ? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges