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Question by RJSkywalker · Oct 02, 2018 at 01:52 AM · raycastinputupdate

Click or touch getting detected multiple times

Hello everyone, i think this question might have already been asked multiple times having checked the forum but I wasn't able to fix the problem. I'm trying to increment an integer variable based on if the player clicks or touches an object. The problem is every time I click, it updates the variable twice instead of once. This however works fine if use the OnMouseDown function rather than the Update function. Here's my code:

 void Update()
     {
         if (transform.position.y < -5.0f)
         {
             Debug.Log("Destroying Object!");
             Destroy(gameObject);
         }
 
     #if UNITY_EDITOR
         if (Input.GetMouseButton(0) || Input.GetMouseButtonDown(0))
         {
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             RaycastHit hit;          
             if (Physics.Raycast(ray, out hit))
             {
                 Debug.Log("Hit the Block!");
                 //Spawn the splash object
                 Instantiate(BlockSplashObject, hit.transform.position, Quaternion.identity);
                 //destroy the object finally
                 Destroy(gameObject);
                 
                 player.GetComponent<PlayerState>().UpdateScore();
             }
         }
 #endif
     }

Even while debugging, the breakpoint hit twice at the call of the UpdateScore function. How would I go about solving this issue, whether I need to use a boolean or tracking a time stamp? I would really appreciate your help.

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Answer by corpsinheretoo · Oct 02, 2018 at 02:02 AM

I think GetMouseButton(0) returns true repeated as long as you hold down mouse1; while GetMouseButtonDown(0) will only return true during the one frame the mouse is first pressed - then resets once you release the mousebutton. Try removing GetMouseButton(0).

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avatar image RJSkywalker · Oct 02, 2018 at 02:36 AM 0
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That seems to work if I apply the script to a static object. Thanks! Is it a similar thing for touch input since I used this: if (Input.GetTouch(0).phase == TouchPhase.Began) // do the same thing as above" and it updated twice.

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