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Question by rjdfhorn2006 · Jan 13, 2013 at 03:08 AM · guigui button

Knowing when a button is pressed, not released.

I'm having a major issue with Unity's GUI. I'm shooting a rocket whenever the player presses a GUI.Button. Here's the problem, the button is only active when the button is released, not pressed. I want to run some code when the button is pressed, not released. Any ideas?

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Answer by Owen-Reynolds · Jan 13, 2013 at 03:30 AM

Unity buttons activate on a click and release because pretty all computer buttons work that way. To check for a click the "wrong" way, have to check the click and the area yourself:

You can check for the mouse clicked with Input.GetMouseButtonDown(0)). Then if you look at Rect, it has an example in Contains: if (rect.Contains(Input.mousePosition)). You'd check those in Update. Also note that mousePosition Y is pixels from the bottom, but a Rect for a GUI-button uses Y from top, so you may have to flip (`Screen.height - y`).

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avatar image rjdfhorn2006 · Jan 14, 2013 at 01:32 AM 0
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Thanks Owen ! Your idea worked perfectly.

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Answer by Wolfram · Jan 13, 2013 at 03:25 AM

Hm? AFAIK, GUI.Button already reacts to presses, not releases.

But take a look at http://docs.unity3d.com/Documentation/ScriptReference/GUI.RepeatButton.html

And please search Unity Answers before posting, similar questions have been asked before, and might have given you the hints you needed.

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avatar image Owen-Reynolds · Jan 13, 2013 at 03:36 AM 0
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GUI-buttons react to a press -- they turn the active color -- but they don't return true (say they are pressed) until released.

Also, like "normal" buttons, both the click and release must occur over it, although you can move away and come back while holding it.

avatar image Wolfram · Jan 13, 2013 at 03:39 AM 1
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Ah, O$$anonymous$$. Never really used UnityGUI. Then he would need to construct some logic for himself, either using GUI.RepeatButton, or the method you described.

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