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Question by Bunnehop0923 · Feb 22, 2021 at 08:38 PM · wall

stop player from holding input

my player can walljump but if the player holds down the walljump button the player will just walljump on its own basically I want the player not to be able to walljump for a few seconds

  if (Input.GetKey(KeyCode.JoystickButton1)&& iswallsliding == true )
     {
      walljumping = true;
      Invoke("walljumpfalse",walljumptime);
            
     }
    
     if(walljumping)
     {
     rb2d.velocity = new Vector2(xwalljump * -moveHorizontal,ywalljump); 
     }

 
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Answer by L4t · Feb 22, 2021 at 09:11 PM

If you use Input.GetKeyDown the action will only happen on the frame you pressed the button down.

You can also add a timer inside the Update.

     private void Update()
     {
         timer += Time.deltaTime;
     }
 
 
     ...
     if (Input.GetKeyDown(myKey) && timer > 1f && iswallsliding)
     {
         // Do the jump
         timer = 0f;
     }

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