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Question by LBardmask · Oct 12, 2021 at 02:53 AM · raycastinputif-statements

how to use the new input system inside a raycast if statement

i have a problem with the new input system in unity, i have a button setup on the e key with a passthrough. the defInput.Player.Interact.performed works as expected but the .started and .canceled dont work at all in the if statement. ive racked my brain and i cant figure a way to only call the pickup function if the key isnt being held, but it must be sent from inside the if statement ( cant pick up item if im not looking at it, of course). any help would be apreciated.

heres the problem code:

 public class ItemHover : MonoBehaviour
 {
     public float range = 5f;
     public GameObject itemUI;
     public Text ItemInfo;
     public LayerMask mask;
     public float pickUp;
     private DefaultInput defInput;
     // Start is called before the first frame update
     void Awake()
     {
         defInput = new DefaultInput();
         defInput.Player.Interact.started += e => pickUp = e.ReadValue<float>();
 
         defInput.Enable();
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
         RaycastHit hit;
         if(Physics.Raycast(Camera.main.transform.position, Camera.main.transform.forward, out hit, range, mask))
         {
             if (hit.collider.tag == "groundItem")
             {
                 GroundItem gItem = hit.collider.gameObject.GetComponent<GroundItem>();
                 itemUI.SetActive(true);
                 ItemInfo.text = gItem.itemName + " (" + gItem.amount + ")";
                 if(pickUp != 0)
                 {
                     gItem.PickUp();
                 }
             }
             else
             {
                 itemUI.SetActive(false);
             }
         }
         else
         {
             itemUI.SetActive(false);
         }
     }
 }
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