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Input.GetKeyDown doesn't work first button press
Hey guys I have the player pressing Enter to load a scene based on which trigger they're standing in. But for some reason you need to press enter anywhere from 10-50 times before it finally works. Yet it works fine when playing from within the engine. Only once I build the game does this happen. Can anyone help? Heres some example of my code.
//these check which world were standing on, then tells us which direction we can move
void OnTriggerStay(Collider other)
{
if(other.collider.name == "WorldOneTrigger")
{
worldOneGUIOn = true;
if(Input.GetKeyDown(KeyCode.Return))
{
Application.LoadLevel("Desert1");
}
if(PlayerPrefs.GetInt("Desert1Cleared") == 1)
{
canMoveDown = true;
}
Debug.Log("WorldOne Hit");
}
same thing happens with this script too
void OnTriggerStay(Collider other)
{
if(other.collider.name == "player")
{
if(Input.GetKeyUp (KeyCode.E))
{
guiOn = true;
audio.PlayOneShot(ConvoSound);
}
}
}
Answer by Ilgiz · May 06, 2015 at 04:42 PM
bool isPlayerInside;
void OnTriggerStay(Collider other)
{
if(other.collider.name == "WorldOneTrigger")
{
worldOneGUIOn = true;
isPlayerInside = true;
if(PlayerPrefs.GetInt("Desert1Cleared") == 1)
{
canMoveDown = true;
}
Debug.Log("WorldOne Hit");
}
void Update()
{
if (isPlayerInside)
{
if(Input.GetKeyDown(KeyCode.Return))
{
Application.LoadLevel("Desert1");
}
}
}
So it just has to be moved to the update. Do you know why it works fine in the engine but not in the build?
Yes yours works thank you. I'm just wondering why $$anonymous$$e worked in engine but not in build.
OnTriggerStay does not work every frame like update function. if your object is not moving, OnTriggerStay will not be called.
anyway, to solve this problem, in your Update() function add this line:
transform.position = transform.position + Vector3.zero;
and perhaps your code will work
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