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Question by Geexbee · Oct 04, 2013 at 10:54 PM · inputcharactercontroller2d-platformer

Problem with input

So I'm making a 2D controller script, and I've come up with a problem..

 if(controller.velocity.y == 0)
     {
         speedY = 0;
     }
     
     if(Physics.Raycast(transform.position, -Vector3.up, .5f))
     {
         if(isJumping)
             isJumping = false;
         if(isAirborne)
             isAirborne = false;
         if(Input.GetKey("space"))
         {
             isJumping = true;
             speedY = jumpHeight;
         }
     }
     else
     {
         isAirborne = true;
     }
     if(controller.velocity.x == 0)
     {
         speedX = 0;
     }


Not really sure if there's somet$$anonymous$$ng wrong with the input, or that part of the code is just messed up.. the rest seems to work fine?

Thanks for any help at all

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avatar image Gjallanhorn · Oct 04, 2013 at 11:07 PM 0
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avatar image Geexbee · Oct 04, 2013 at 11:57 PM 0
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avatar image meat5000 ♦ · Oct 05, 2013 at 12:15 PM 0
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Answer by Visual Programmer · Oct 05, 2013 at 12:22 AM

The best ways of handling input are either to add the input into the InputManager and call to the specified input or to directly call to the keycode of the key you are trying to press.

Here's some examples:

Input from input manager;

 //requires an input labeled "Jump" in the InputManager
 if(Input.GetButtonDown("Jump")){
      Debug.Log("Jump");
 }
 
 //calls to the exact key that you want to press
 if(Input.GetButtonDown(KeyCode.Space)){
      Debug.Log("Jump")
 }
 
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avatar image tw1st3d · Oct 05, 2013 at 12:22 AM 0
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avatar image Visual Programmer · Oct 06, 2013 at 08:26 AM 0
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