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Question by shortee · Jun 07, 2012 at 04:35 PM · inputmouseframevaluesfirst

Insane Values for Mouseaxisinput in first Frame

I got the following simple script:

  private var movex:float = 0;
  private var movey:float = 0;
  function Update () {
         movey = Input.GetAxis("Mouse Y");
         movex = Input.GetAxis("Mouse X");
         if(movex < 5 && movey <5) {
             transform.Translate(movex,0,movey);
         }
         print("@" +  Time.frameCount + " "+movex + " "+ movey);
  }

The whole Thing is attached to an oject to move it around with the mouse. Without the if clause the object jumps to a random position whenever I hit the play button to test the "game". Thanks to the print statement ig got output like this:

 @1 45.675 -26.925

But why are these values so high? Even with a Touchpad these values explode right after I start the preview. Then after the first frame (2,3,4...) everything runs smoothly. It sucks to check these values everyframe when I need them just in the first. A if(Time.frameCount != 1) won't make it better :(

Anybody can tell me why this happens or how to pause execution for one frame? (it's the newest Unity release on OS X 10.7)

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avatar image Starwalker · Jun 07, 2012 at 08:10 PM 0
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Is your Axis name changed from Horizontal/Vertical to $$anonymous$$ouse X/$$anonymous$$ouse Y in the Input settings?

avatar image commodore · Jun 07, 2012 at 08:16 PM 0
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I suck at scripting, but maybe try initializing movey and movex in function Start()

avatar image shortee · Jun 08, 2012 at 08:31 AM 0
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Lol...I'm waiting for answers but didn't see the comments.

Thanks for your tipps. I initialized movex/y in start() but there every thing looks okay (tested again with print() ), then in update (still in the same frame) everything freaks out.

Horizontal/Vertical are the axes for joystickinput (arrowkeys, w/a/s/d etc.) I want to move it with my mouse. The axes are named correctly.

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Answer by shortee · Jun 08, 2012 at 10:29 AM

Ok, that's strange but solved. I rebuild the thing on Windows and there it worked. After importing the project on the Mac it worked there too. Seems to be solved

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avatar image commodore · Jun 08, 2012 at 01:33 PM 0
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Could be that the values in your inspector were different and when you reimported they got reset

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