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1
Question by Inblinder · Oct 28, 2017 at 11:48 AM · c#laggetmousebuttondown

GetMouseButtonDown(0) is laggy

When i start a game and click more times (GetMouseButtonDown(0)) some of the clicks don't work.. i really dont know why? Is it just a lag on my PC or in unity... or it's something with the script

...............................................................................................................................................................

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerScript : MonoBehaviour
{
private bool isInGame = false;

 private bool isGameOver = false;
 
 private Rigidbody2D myRB;
 Vector2 tempPos;
 private bool isRight = false;
 private void Start()
 {
     myRB = GetComponent<Rigidbody2D>();
 }
 private void FixedUpdate()
 {
 
     if (Input.GetMouseButtonDown(0)&& isRight && !isGameOver)
         {
             tempPos = transform.position;
             tempPos.x += 2.0f;
             transform.position = tempPos;
             print("isRight");
             isRight = false;
         }
 
 
 
     else if (Input.GetMouseButtonDown(0)&& !isRight && !isGameOver)
         {
             tempPos = transform.position;
             tempPos.x += -2.0f;
             transform.position = tempPos;
             print("!isRight");
             isRight = true;
         }
 
     if (!isInGame)
         return;
 }
  
 public void InitGame()
 {
     isInGame = true;
 }
  
 void OnCollisionEnter2D (Collision2D other) 
 {
     if (other.collider.tag == "Enemy") 
     {
         FindObjectOfType<GameScene>().GameOver();
         FindObjectOfType<CarsSpawner>().GameOver();
         isGameOver = true;
     }
 }

}

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avatar image MagicStyle · Oct 28, 2017 at 09:45 PM 1
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Please format your script correctly. You should also not print anything inside a update function, only for debugging!

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Answer by ghostmode · Oct 28, 2017 at 12:13 PM

Try checking for user input in Update() rather than FixedUpdate().

Does that make any difference?

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avatar image Inblinder · Oct 28, 2017 at 01:56 PM 0
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thx mate... it is working well now.. but how ? i thought that FixedUpdate's better what's the difference

avatar image ghostmode Inblinder · Oct 28, 2017 at 07:34 PM 1
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Great :)

One isn't better than the other, otherwise there'd be no point in having both.

  • Update is called every frame (time interval depends on FPS), and is for any non-physics game logic.

  • FixedUpdate is called at a fixed time interval (not necessarily every frame), and is for working with the physics engine (rigid bodies).

Unity have a short video here: https://unity3d.com/learn/tutorials/topics/scripting/update-and-fixedupdate

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