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Question by mat · Jul 08, 2011 at 11:59 AM · getmousebuttondown

Problem with Input.GetMouseButtonDown? weird bug. C#

This is very odd!

I have a code block that looks like this:

 if (Input.GetMouseButtonDown(0))
 {
   DoSomething();
 
   int value = 0;
 }

It's in the Update() function of a script attached to a prefab.

If I create a copy of the prefab at runtime. There's no problem. DoSomething is called when the mouse is clicked.

If I have a prefab in the scene, click play, then step through in the debugger and click on the mouse, I can see that the execution steps into the block but DoSomething is not called and execution falls through to "int value = 0;"

The code then continues as expected. No exceptions are thrown. Nothing seems amiss.

Anyone know why this might be happening?

(if I replace Input.GetMouseButtonDown with any other true statement then DoSomething is called fine)

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avatar image Joshua · Jul 08, 2011 at 01:05 PM 0
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if all you say here is true then I cannot see any error on your part. I'd file a bug report.

avatar image Kourosh · Jul 08, 2011 at 01:35 PM 0
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When you it falls to int value=0; I would want to take a look at "DoSomething()". Could it be that the function is initiated only when prefab instantiates?

avatar image Joshua · Jul 08, 2011 at 01:37 PM 0
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He said that if he replaced the if statement with a true statement it works fine. All I can think of is that the mouseButtonDown messes something inside the DoSomething() method

avatar image mat · Jul 08, 2011 at 04:53 PM 0
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DoSomething could be just an empty function...

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Answer by atski · Aug 05, 2011 at 10:03 PM

I have found that if

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Answer by atski · Aug 05, 2011 at 10:07 PM

I have found weird issue, if scene has no camera tagged "MainCamera" (so Camera.main is always null) my mouse events doesn't work at all.

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