buttonName | The name of the button such as Jump. |
bool True when an axis has been pressed and not released.
Returns true while the virtual button identified by buttonName
is held down.
Think auto fire - this will return true as long as the button is held down.
Use this only when implementing events that trigger an action, eg, shooting a weapon.
The buttonName
argument will normally be one of the names in InputManager
such as Jump or
Fire1. GetButton will return to false
when it is released.
Use GetAxis for input that controls continuous movement.
// Instantiates a projectile every 0.5 seconds, // if the Fire1 button (default is Ctrl) is pressed.
var projectile : GameObject; var fireDelta : float = 0.5;
private var nextFire : float = 0.5; private var newProjectile : GameObject; private var myTime : float = 0.0;
function Update () {
myTime = myTime + Time.deltaTime;
if (Input.GetButton("Fire1") && (myTime > nextFire)) { nextFire = myTime + fireDelta; newProjectile = Instantiate(projectile, transform.position, transform.rotation);
// create code here that animates the newProjectile
nextFire = nextFire - myTime; myTime = 0.0; } }
// Instantiates a projectile every 0.5 seconds, // if the Fire1 button (default is Ctrl) is pressed.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public GameObject projectile; public float fireDelta = 0.5F;
private float nextFire = 0.5F; private GameObject newProjectile; private float myTime = 0.0F;
void Update() { myTime = myTime + Time.deltaTime;
if (Input.GetButton("Fire1") && myTime > nextFire) { nextFire = myTime + fireDelta; newProjectile = Instantiate(projectile, transform.position, transform.rotation) as GameObject;
// create code here that animates the newProjectile
nextFire = nextFire - myTime; myTime = 0.0F; } } }
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