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Problem with a custom input handler
I am not satisfied with the built-in "Input.GetAxisRaw" method for controlling a character. I want a value of "0" to be returned ONLY when no keys are held down, since this method still returns a value of 0 if both keys on the same axis are held down (ie. left and right) Here is my attempt:
//if right is pushed first
if (Input.GetKey("right") && !Input.GetKey("left")) {
rightOn = true;
leftOn = false;
}
//if left is pushed first
if (Input.GetKey("left") && !Input.GetKey("right")) {
leftOn = true;
rightOn = false;
}
//reset if no longer pressing
if (!Input.GetKey("left") && !Input.GetKey("right")) {
leftOn = false;
rightOn = false;
move = 0;
}
if(leftOn) {
if(Input.GetKey("right")) //doesn't register here
move = 1;
else
move = -1;
}
if(rightOn) {
if(Input.GetKey("left")) //doesn't register here
move = -1;
else
move = 1;
}
I know it seems a bit hack-ish, but it mostly works. What ISN'T happening is that it doesn't register the areas that I've marked with the obviously labeled comments. When I hold down a key, I move in the intended direction, but pressing the opposite key while holding the other key still allows it to continue in the same direction instead of switching directions.
If you know of a more efficient way to get this same effect, please feel free to suggest one.
You dont want 0 when left and right are held down... but what DO you want in that case?
Give us the complete behavior you are looking for and we can suggest something.
In a case of both keys being held down, I want the behavior to favor the direction of the last key pressed. That is why I don't have a conditional statement for both keys, because I want the true/false values of the booleans to be retained from the most recent key.
Answer by Gatoray · Jun 19, 2014 at 02:40 AM
Figured it out. It was a problem with another part of my code. Carry on...