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Question by Game_Maker21 · May 21, 2020 at 10:30 PM · inputfunctions

How do I make my player dash using Unity's new Input System in an Update function?

Hello, I am trying to u make my player dash using Unity's new input System but I can't find a way to do it :(

 private void Awake()
     {
         controls = new PlayerControlls();
         controls.GamePlay.Up.performed += dash => ???;
     }
 
  private void Update()
     {
             // Dash
             if (??? && currentDash < 0)
             {
                 anim.SetFloat("Velocity", 0);
                 currentDash = DashTime;
                 anim.SetBool("Dashing", true);
             }
             else if (currentDash >= 0)
             {
                 anim.SetFloat("Velocity", 0);
 
                 //Dash Damage
                 Collider2D[] swing = Physics2D.OverlapCircleAll(attackPoint.position, AttackRange, enemyLayers);
 
                 foreach (Collider2D stab in swing)
                 {
                     if (!hitEnemies.Contains(stab))
                     {
                         hitEnemies.Add(stab);
 
                         if (stab.GetComponent<MaskedOrc>() != null)
                             stab.GetComponent<MaskedOrc>().TakeDamage(Damage);
                     }
                 }
 
                 currentDash -= Time.deltaTime;
             }
             else
             {
                 hitEnemies.Clear();
                 anim.SetBool("Dashing", false);
                 rb.velocity = Vector2.zero;
             }
     }

 private void FixedUpdate()
     {
         if (currentDash >= 0)
         {
             switch (dashDir)
             {
                 case 1:
                     rb.velocity = new Vector2(-DashPower * Time.fixedDeltaTime, 0);
                     break;
                 case 2:
                     rb.velocity = new Vector2(DashPower * Time.fixedDeltaTime, 0);
                     break;
             }
         }
     }
 

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Answer by falconstrike209 · Aug 28, 2021 at 01:01 PM

 controls = new PlayerControlls();

I don't know how to solve your main problem, but this appears to be misspelled, which will definitely give you errors

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