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Question by LegitTeddyBears · Jul 31, 2019 at 04:40 PM · 2dscripting problemmovementtranslate

Why are my controls laggy

So I wrote a basic script that checks what button is being pressed and moves you in that direction but nothing seems to happen unless you hold the keys down. For example if I tap on the "a" key the player stands still, but if I hold the A key the player moves.

 public class Player : MonoBehaviour
 {
     [SerializeField]
     private float speed = 10;
 
     private Vector2 direction = Vector2.zero;
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     // Update is called once per frame
     void Update()
     {
         _Input();
         Move(direction);
     }
     
     public void _Input()
     {
         direction = Vector2.zero;
         if (Input.GetAxis("Horizontal") == 1)
         {
             direction += Vector2.right;
             
         }
         else if (Input.GetAxis("Horizontal") == -1)
         {
             direction += Vector2.left;
             
         }
         if (Input.GetAxis("Vertical") == 1)
         {
             direction += Vector2.up;
 
         }
         else if (Input.GetAxis("Vertical") == -1)
         {
             direction += Vector2.down;
 
         }
     }
 
     public void Move(Vector2 _direction)
     {
         
         transform.Translate(_direction * speed * Time.deltaTime);
     }
 }
 
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Answer by Vega4Life · Jul 31, 2019 at 04:59 PM

A couple of things to think about. First, you really only need to do this for your input:


     Vector3 direction; // Change to Vector 3
     public void _Input()
     {
         direction = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
     }
 
     public void Move(Vector2 _direction)
     {
         transform.Translate(_direction * speed * Time.deltaTime);
     }


Next, GetAxis has smoothing. Meaning, it ramps from 0 to 1. Thus why you need to hold it to get up to max speed. If you don't want that to happen, you have two options: You can normalize the direction vector OR use GetAxisRaw (I tend to do this one).


         direction = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")).normalized;


OR


         direction = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));


This makes it so the direction vector will either be 0 or 1... without any smoothing.

Hope this helps.

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avatar image LegitTeddyBears · Jul 31, 2019 at 05:29 PM 1
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Thank you! That's a great explanation!

avatar image Vega4Life LegitTeddyBears · Jul 31, 2019 at 05:47 PM 0
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No problem.

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