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Question by Venividiviciuus · 4 days ago · inputsystemgetbuttondown

How does GetButtonDown-equivalent looks like for Input System ?


Hi everyone this is the first time I use the InputSystem.


I am trying to use a button to switch the camera from FPS to TPS but when I press the action is performed continuously for each frame. I would like the key pressed to work only once as Input.GetButtonDown. I need it to be pressed, one time only. N.B. I think the correct perform is onRelease. So in the screen the Trigger Behaviou is set to Release Only https://forum.unity.com/threads/input-system-release-only.1293426/ for more details


Here is my code and a screen:

alt text


 public bool SwitchCamera { get; private set; }
 InputActionMap _currentMap;
 InputAction _switchCameraAction;
 
 void Awake ()
 {
     _switchCameraAction = _currentMap.FindAction("SwitchCamera");
     _switchCameraAction.performed += onSwitchCamera;
     _switchCameraAction.canceled += onSwitchCamera;
 }
 
 private void onSwitchCamera(InputAction.CallbackContext context)
 {
     SwitchCamera = context.ReadValueAsButton();
 }


inputsystem.png (45.5 kB)
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avatar image andrew-lukasik · 4 days ago 1
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 public bool SwitchCamera { get; private set; }
 InputActionMap _currentMap;
 InputAction _switchCameraAction;
 
 void Awake ()
 {
     _switchCameraAction = _currentMap.FindAction("SwitchCamera");
     _switchCameraAction.performed += onSwitchCamera;
     _switchCameraAction.Enable();
 }
 
 void onSwitchCamera ( InputAction.CallbackContext ctx )
 {
     SwitchCamera = !SwitchCamera;
 }


avatar image Venividiviciuus andrew-lukasik · 23 hours ago 0
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@andrew-lukasik this is my function and when i press the button the _camera bool's come true and false in repeat the second time that i press the button it come true and it remains. i need to switch the camera through true or false to each tap.

 private void HandleCamera()
     {
         if (!_inputManager.SwitchCamera) return;
 
         _camera = !_camera;
         _mainCamera.position = _camera ? _firstPersonCamera.position : _thirdPersonCamera.position;
     }

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Answer by KoalaAsesino3 · 22 hours ago

I don't really know why is it performed continously since, with the same configuration, I get only one performed input. However, and I know this isn't optimal, you can use the old Input.GetButtonDown together with the new system. To enable this, go to Edit -> Project Settings -> Player -> Other settings -> Configuration -> Active Input Handling. From the drop-down, select new or old or both.

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avatar image Venividiviciuus · 17 hours ago 0
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No I'm experimenting with using only the input system. Regarding my problem I solved it by making the bool false from the handle function because it remained active after the perform.

Thank you for your help. I Solved

 public bool SwitchCamera { get; set; }    <----- changed set to public
  InputActionMap _currentMap;
  InputAction _switchCameraAction;
  
  void Awake ()
  {
      _switchCameraAction = _currentMap.FindAction("SwitchCamera");
      _switchCameraAction.performed += onSwitchCamera;
  }
  
  void onSwitchCamera ( InputAction.CallbackContext context )
  {
      SwitchCamera = !SwitchCamera;
  }



function:

 private void HandleCamera ()
  {
             if (!_inputManager.SwitchCamera) return;
  
            _camera = !_camera;
            _mainCamera.position = _camera ? _firstPersonCamera.position : _thirdPersonCamera.position;
 
            //added
            _inputManager.SwitchCamera = !inputManager.SwitchCamera;
  }

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