Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
4 captures
13 Jun 22 - 14 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 /
This question was closed Jul 12, 2021 at 11:44 AM by allforyou975 for the following reason:

I solved

avatar image
0
Question by allforyou975 · Jul 09, 2021 at 12:28 PM · inputbuttonbutton trigger events

button triggered using new input system

i am using unity new starter pack with new input system and i was creating game for android device first person joystick controller So here is my scene alt text

here is my action map alt text

i am created a script so i pick up the object those having pickable script in it. here is my whole code using UnityEngine; using UnityEngine.UI; using System.Collections;

 public class PickupObject : MonoBehaviour
 {
     GameObject mainCamera;
     bool carrying;
     GameObject carriedObject;
     public float distance;
     public float smooth;
     [SerializeField]
     private PickObj pick;
 
     void Awake()
     {
         pick = new PickObj();
     }
     void Start()
     {
         mainCamera = GameObject.FindWithTag("MainCamera");
     }
     public void Enable()
     {
         pick.Enable();
     }
 
     public void Disable()
     {
         pick.Disable();
     }
 
     // Update is called once per frame
     void Update()
     {
         if (carrying)
         {
             carry(carriedObject);
             checkDrop();
             //rotateObject();
         }
         else
         {
             pickup();
         }
     }
 
     void rotateObject()
     {
         carriedObject.transform.Rotate(5, 10, 15);
     }
 
     void carry(GameObject o)
     {
         o.transform.position = Vector3.Lerp(o.transform.position, mainCamera.transform.position + mainCamera.transform.forward * distance, Time.deltaTime * smooth);
         o.transform.rotation = Quaternion.identity;
     }
 
     public void pickup()
     {
         if (pick.picking.p.triggered)
         {
             int x = Screen.width / 2;
             int y = Screen.height / 2;
 
             Ray ray = mainCamera.GetComponent<Camera>().ScreenPointToRay(new Vector3(x, y));
             RaycastHit hit;
 
             if (Physics.Raycast(ray, out hit))
             {
                 Pickupable p = hit.collider.GetComponent<Pickupable>();
                 if (p != null)
                 {
                     carrying = true;
                     carriedObject = p.gameObject;
                     //p.gameObject.rigidbody.isKinematic = true;
                     p.gameObject.GetComponent<Rigidbody>().useGravity = false;
                 }
             }
         }
         else if (Input.GetKeyDown(KeyCode.P))
         {
 
             int x = Screen.width / 2;
             int y = Screen.height / 2;
 
             Ray ray = mainCamera.GetComponent<Camera>().ScreenPointToRay(new Vector3(x, y));
             RaycastHit hit;
 
             if (Physics.Raycast(ray, out hit))
             {
                 Pickupable p = hit.collider.GetComponent<Pickupable>();
                 if (p != null)
                 {
                     carrying = true;
                     carriedObject = p.gameObject;
                     //p.gameObject.rigidbody.isKinematic = true;
                     p.gameObject.GetComponent<Rigidbody>().useGravity = false;
                 }
             }
         }
     }
 
     void checkDrop()
     {
         if (Input.GetKeyDown(KeyCode.P))
         {
             dropObject();
         }
         else if (pick.picking.p.triggered)
         {
             dropObject();
 
         }
     }
 
     void dropObject()
     {
         carrying = false;
         //carriedObject.gameObject.rigidbody.isKinematic = false;
         carriedObject.gameObject.GetComponent<Rigidbody>().useGravity = true;
         carriedObject = null;
     }
 }
 

for testing i add old input to get object and it working fine as i expected but new input system blind for picking up is not working. i add a button and given a pick up name that button is not working

anyone can help me ???

thank

22.png (503.9 kB)
12.png (83.5 kB)
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

0 Replies

  • Sort: 

Follow this Question

Answers Answers and Comments

169 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to play two animations with one UI button? 1 Answer

Buttons in input manager don't do anything 1 Answer

Input button 0 Answers

Add Button Script to 3D gameObject 1 Answer

My button does not assign any variable value,My OnClick button works with Debug.Log, but doesnt assign any values it should 0 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