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 NomDeiX · Feb 13, 2017 at 05:37 PM · unity 5guiinputintnumber

Why my keypad shows 4x the number in input?

Hello, I got a keypad script, everything works fine (if input=password) door opens. The problem is that if i press num2, in input it looks like this : 2222. (viz. link, left corner) http://imgur.com/a/XlBvj Any ideas? Thank you

/script/

 public class Keypad : MonoBehaviour {
 
     public string curPassword = "12345";
     public string input;
     public bool onTrigger;
     public bool doorOpen;
     public bool keypadScreen;
     public Transform doorHinge;
     public GameObject bodka;
 
 
 
     void OnTriggerEnter(Collider other)
     {
         onTrigger = true;
     }
 
     void OnTriggerExit(Collider other)
     {
         onTrigger = false;
         keypadScreen = false;
         input = "";
     }
 
     void Update()
     {
         if(input == curPassword)
         {
             doorOpen = true;
         }
 
         if(doorOpen)
         {
             var newRot = Quaternion.RotateTowards(doorHinge.rotation, Quaternion.Euler(0.0f, 90.0f, 0.0f), Time.deltaTime * 250);
             doorHinge.rotation = newRot;
 
             bodka.SetActive (false);
 
 
 
 
         }
     }
 
     void OnGUI()
     {
         if(!doorOpen)
         {
             if(onTrigger)
             {
                 GUI.Box(new Rect(0, 0, 400, 50), "'E' to open keypad");
 
                 if(Input.GetKeyDown(KeyCode.E))
                 {
                     keypadScreen = true;
                     onTrigger = false;
                 }
             }
 
             if(keypadScreen)
             {
                 GUI.Box(new Rect(0, 0, 640, 70), "");
                 GUI.Box(new Rect(10, 10, 620, 50), input);
                 GUI.Label(new Rect(10, 60, 200, 50), "'Esc' to exit");
 
                 if(Input.GetKeyDown(KeyCode.Escape))
                 {
 
                     keypadScreen = false;
                 }              
 
                 if(Input.GetKeyDown(KeyCode.Alpha0) || Input.GetKeyDown(KeyCode.Keypad0))
                 {
                     input = input + "0";
                 }
 
                 if(Input.GetKeyDown(KeyCode.Alpha1) || Input.GetKeyDown(KeyCode.Keypad1))
                 {
                     input = input + "1";
                 }
 
                 if(Input.GetKeyDown(KeyCode.Alpha2) || Input.GetKeyDown(KeyCode.Keypad2))
                 {
                     input = input + "2";
                 }
 
                 if(Input.GetKeyDown(KeyCode.Alpha3) || Input.GetKeyDown(KeyCode.Keypad3))
                 {
                     input = input + "3";
                 }
 
                 if(Input.GetKeyDown(KeyCode.Alpha4) || Input.GetKeyDown(KeyCode.Keypad4))
                 {
                     input = input + "4";
                 }
 
                 if(Input.GetKeyDown(KeyCode.Alpha5) || Input.GetKeyDown(KeyCode.Keypad5))
                 {
                     input = input + "5";
                 }
 
                 if(Input.GetKeyDown(KeyCode.Alpha6) || Input.GetKeyDown(KeyCode.Keypad6))
                 {
                     input = input + "6";
                 }
 
                 if(Input.GetKeyDown(KeyCode.Alpha7) || Input.GetKeyDown(KeyCode.Keypad7))
                 {
                     input = input + "7";
                 }
 
                 if(Input.GetKeyDown(KeyCode.Alpha8) || Input.GetKeyDown(KeyCode.Keypad8))
                 {
                     input = input + "8";
                 }
 
                 if(Input.GetKeyDown(KeyCode.Alpha9) || Input.GetKeyDown(KeyCode.Keypad9))
                 {
                     input = input + "9";
                 }
             }
         }
     }
 }



Comment
Add comment · Show 1
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 UnityCoach · Feb 14, 2017 at 12:27 PM 0
Share

Did you assign this script to more than one object?

2 Replies

· Add your reply
  • Sort: 
avatar image
1

Answer by tanoshimi · Feb 13, 2017 at 05:39 PM

That's because you're checking for keyboard input in OnGUI, which gets called multiple times each frame. You should always check for input in Update(), which is the main game loop, and only use OnGUI for GUI (although, to be honest, you shouldn't really even use OnGUI anymore - you should use UnityEngine.UI - https://unity3d.com/learn/tutorials/topics/user-interface-ui).

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 NomDeiX · Feb 13, 2017 at 06:21 PM 0
Share

I changed it and pined getdownkey in update. but now it doesnt show anything in input when pressed.

avatar image
0

Answer by KaushikRahul · Feb 14, 2017 at 12:43 PM

For Numpad keys use : Keypad0 = 0, Keypad1 = 1, . . . . Keypad9 = 9.

For Example :

     void Update () {
         if (Input.GetKeyDown(KeyCode.Keypad0))
         {
             Debug.Log("Pressed");
         }
     }
Comment
Add comment · 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

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

6 People are following this question.

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

Related Questions

Mouse and Oculus Touch Controller Inputs 0 Answers

Change a float smooth 2 Answers

gui list problem 2 Answers

Touch Input with Event Trigger. How to handle with it properly. 0 Answers

Access function in another script cause Object reference error 1 Answer


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