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Question by Shpinxis · Nov 12, 2020 at 03:45 AM · movementinputcontrolleraxisjoystick

Controller Joystick Hold Delay Logic?

I've tried to find a good resource on how to do controller joystick hold delay time, but can't find any.

By this I mean: If the user pushes the joystick in a direction, the game will take one input of moving in that direction, then will delay for some time and go into a hold state where the game will then continually take input of moving.

This is a common thing in every game in like UIs and grid based games. I just can't seem to find a simple explanation on how to do this correctly and make it feel very smooth on a joystick axis and taking into account all directions.

Thank you.

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Answer by jackmw94 · Nov 12, 2020 at 10:05 AM

Have a look through this little sample:

Use it as an example to learn from, don't try shoehorn it in if you don't get what's going on! But do ask questions if you have any :)

 [SerializeField] private float holdDelay = 0.7f;
 [SerializeField] private float deadZone = 0.1f;
 
 float holdStartTime = float.MaxValue;
 
 // If we set the holdStartTime to greater than our current time it's because we weren't holding
 // Saves us using an extra bool called 'wasHolding' but you could also do that if it's easier to read!
 private bool WasHolding => holdStartTime < Time.time;
 
 private void Update()
 {
     // rename these two or replace with whatever you're getting your input from
     float joyStickX = Input.GetAxis("<JoystickX>");
     float joyStickY = Input.GetAxis("<JoystickY>");
 
     // are we pushing the joystick in any direction?
     bool isInputPresent = Mathf.Abs(joyStickX) > deadZone  || Mathf.Abs(joyStickY) > deadZone ;
     
     if (isInputPresent )
     {
         if (WasHolding)
         {
             // if we're holding now and we were holding in the last frame, 
             //    then have we held for long enough to activate the held input?
             if (Time.time - holdStartTime > holdDelay)
             {
                 // do the thing!
             }
         }
         else
         {
             // We've just started holding so we can perform the initial action
             holdStartTime = Time.time;
             // do the thing!
         }
     }
     else if (WasHolding)
     {
         // We were holding previously but not anymore so reset the held start
         holdStartTime = float.MaxValue;
     }
 }
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avatar image Shpinxis · Nov 13, 2020 at 08:11 AM 0
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Thank you very much. This helped a lot!

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