Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by GreekHospitalt · Jan 03, 2017 at 12:06 PM · pauseinputfieldtextbox

Textbox exit on keypress

I am making a old sierra styled adventure game. The issue is that I use the same key to submit the text as I do to close out of the textbox, so it activates the instantly deactivates before I can ever see it. Is there a way to pause the input for a second so it shows the textbox, or is there a better way to this.

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class Test_Input : MonoBehaviour 
 {
     public Text textBox;
     public Text inputField;
     public GameObject TextBoxObj;
 
     public void NewInput(string newText) 
     {
         if(newText == "look room")
         {
             TextBoxObj.SetActive(true);
             textBox.text = "You look around the room, it is pretty fucking swag!!!";
         }
     }
 
     void Update()
     {
         if(TextBoxObj.activeSelf)
         {
             Time.timeScale = 0;
             if(Input.GetKeyDown(KeyCode.Return))
             {
                 Time.timeScale = 1;
                 textBox.text = "";
                 TextBoxObj.SetActive(false);
             }
         }
     }
 }

The code is obtaining input from an input field that sends the string on end edit (hitting the enter key).

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by losingisfun · Jan 03, 2017 at 12:27 PM

It sounds like you want a slight delay between the two actions, but executed simultaneously.

You can set a delay, by creating a IEnumerator. try doing this:

 void Update () {
 
      if(TextBoxObj.activeSelf) {
           if (Input.GetKeyDown (KeyCode.Return)) {
                StartCoroutine(delayedExit());
           }
      }
 }
 
 IEnumerator delayedExit () {
 
                  Time.timeScale = 1;
                  textBox.text = "";
                  yield return new WaitForSeconds (1.0f);
                  TextBoxObj.SetActive(false);
 
 }

That will create a 1 second delay between setting the text to "" and setting the other thing to false.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image losingisfun · Jan 03, 2017 at 12:29 PM 0
Share

also, i forgot to put in the Time.timeScale = 0; in the Update function. But do you realise thats being called every frame? you might want to change that to have an if statement like

 if (Time.timeScale > 0) {
     Time.timeScale = 0;
 }

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Pause game on textbox until Enter is pressed 0 Answers

Use System.Windows.Automation in Unity 1 Answer

How do I pause my game? 24 Answers

How do I pause and unpause my game on the iPhone? 1 Answer

how to have my texture appear on pause 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges