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This question was closed Feb 14, 2021 at 12:00 AM by Digineaux for the following reason:

The question is answered, right answer was accepted

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Question by Digineaux · Feb 13, 2021 at 09:01 AM · inputkeycodeinput.getkey

if (input.Getkey(Keycode) returns true forever after pressing the key once?

Is this a bug in unity 2019?

  void LateUpdate()
 {
           if (Input.GetKey(KeyCode.LeftShift)) { boostAxis = 1; }//speed up
 }

if you press shift, this if statement returns true forever. However using the input manager:

 void LateUpdate()
 {
       boostAxis = Input.GetAxis("boost buttons"); //speed up
 }

only returns true while the button is held. Is there a way to make "GetKey" work the same way as "GetButton" or "GetAxis" and return true only while held?

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Answer by Hellium · Feb 13, 2021 at 10:08 AM

You simply need an else { bootAxis = 0; } , don't you?

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avatar image Digineaux · Feb 13, 2021 at 11:59 PM 0
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Basically. I had a brainfart, it just that "GetAxis" returns 0 by default with no input, while GetKey doesn't. Dunno why i thought it did.

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