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Question by Fox_GAMING · Jan 19 at 05:34 PM · c#inputassetmultipletap

How to use Multi-Tap in New Input System for Running?

Hi, I'm working on a game, where the player collects Trash from Trash cans and puts it in a Trash Truck. I'm trying to get controller / multiple-device support to work for my game, however, I've ran into some issues, as the character controller I'm using is an asset. I have gotten almost every other movement interaction working, except, controller-running / sprinting. I'm trying to use Multi-Tap, however, I do not know how to use it. Here's what I have so far: The name of the script is MultInput. I have a reference to this in the Asset's Script called MultInt. Also, the asset in question is called First Person All-In-One. Here's the MultInput Script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.InputSystem;
 using UnityEngine.InputSystem.Interactions;
 
 public class MultInput : MonoBehaviour
 {
     #region newscript
 
     public PlayerControls controls;
 
     public float primVal;
     public float secVal;
     public float randKey;
     public float equipKey;
     public float jumpKey;
     public float crouchKey;
     public float unflipKey;
     public float sprintKey;
 
     public Vector2 move;
     public Vector2 m;
 
     void Awake()
     {
         controls = new PlayerControls();
 
         controls.Gameplay.Primary.performed += ctx => primVal = ctx.ReadValue<float>();
         controls.Gameplay.Primary.canceled += ctx => primVal = 0.0f;
 
         controls.Gameplay.Secondary.performed += ctx => secVal = ctx.ReadValue<float>();
         controls.Gameplay.Secondary.canceled += ctx => secVal = 0.0f;
 
         controls.Gameplay.RandKey.performed += ctx => randKey = ctx.ReadValue<float>();
         controls.Gameplay.RandKey.canceled += ctx => randKey = 0.0f;
 
         controls.Gameplay.EquipKey.performed += ctx => equipKey = ctx.ReadValue<float>();
         controls.Gameplay.EquipKey.canceled += ctx => equipKey = 0.0f;
 
         controls.Gameplay.Jump.performed += ctx => jumpKey = ctx.ReadValue<float>();
         controls.Gameplay.Jump.canceled += ctx => jumpKey = 0.0f;
 
         controls.Gameplay.Crouch.performed += ctx => crouchKey = ctx.ReadValue<float>();
         controls.Gameplay.Crouch.canceled += ctx => crouchKey = 0.0f;
 
         controls.Gameplay.UnflipKey.performed += ctx => unflipKey = ctx.ReadValue<float>();
         controls.Gameplay.UnflipKey.canceled += ctx => unflipKey = 0.0f;
 
         controls.Gameplay.SprintKey.performed += ctx => sprintKey = ctx.ReadValue<float>();
         controls.Gameplay.SprintKey.canceled += ctx => sprintKey = 0.0f;
 
         controls.Gameplay.Up.performed += ctx => move = ctx.ReadValue<Vector2>();
         controls.Gameplay.Up.canceled += ctx => move = Vector2.zero;
     }
     bool m_Dash;
 
     void OnMoveLeft(InputAction.CallbackContext context)
     {
         if (!context.performed)
             return;
         if (context.interaction is MultiTapInteraction)
             m_Dash = true;
         Debug.Log("Sprinting");
     }
 
     void PrimButton()
     {
         Debug.Log("Primary Button!");
     }
 
     void Update()
     {
         Debug.Log("Primary Value: " + primVal);
         Debug.Log("Secondary Value: " + secVal);
         Debug.Log("RandKey Value: " + randKey);
         Debug.Log("EquipKey Value: " + equipKey);
         Debug.Log("JumpKey Value: " + jumpKey);
         Debug.Log("CrouchKey Value: " + crouchKey);
         Debug.Log("UnflipKey Value: " + unflipKey);
         Debug.Log("SprintKey Value: " + sprintKey);
 
         Debug.Log("Move Up Value: " + move);
 
         m = new Vector2(-move.x, move.y);
         Debug.Log("Move Up M: " + m);
     }
 
     void OnEnable()
     {
         controls.Gameplay.Enable();
     }
 
     void OnDisable()
     {
         controls.Gameplay.Disable();
     }
     #endregion
 }
 

And I have this bit of code for the FPSAIO Script, isSprinting is something that appears to be that it needs to be true in order for the player to run:

         if(multInt.sprintKey == 0.0f)
         {
             isSprinting = false;
         }
         else if(multInt.sprintKey == 1.0f)
         {
             isSprinting = true;
         }

Here's what I have in the Console Output for the MultInput Script whenever I try to use Multi-Tap: MultInput Script Console Output

I'm pretty sure I've covered everything, I hope I have, at least. If anyone needs any more information, please, let me know! Thanks!

sprintconsole.png (73.3 kB)
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