I am coding a clicker game and I do not want my program to calculate whenever I press the UI. I have tried using OnMouseDown, OnPointerDown and !EventSystem.current.IsPointerOverGameObject() but all of them ruin the clicker-feel because you can't spam click. Are there any shorter alternatives? Thank you in advance!
Edit: I've done all the things you've commented and I've found the problem. Whenever I click my mouse button, text appears with the number of coins I get per tap. Therefore, it counts as a UI element, making it not possible to spam-click. I have now turned off the "Raycast Target" for the text and now it works as it should. Thank you for your help!
You can use Input class along with a check:
void Update()
{
// Check if the left mouse button was clicked
if (Input.GetMouseButtonDown(0))
{
// Check if the mouse was clicked over a UI element
if (EventSystem.current.IsPointerOverGameObject())
{
Debug.Log("Clicked on the UI");
}
}
}
Or you can use OnMouseDown on specific object where you want to detect the click but with a UI check:
void OnMouseDown()
{
// Check if the mouse was clicked over a UI element
if (EventSystem.current.IsPointerOverGameObject())
{
Debug.Log("Clicked on the UI");
}
}
Related
I am working on an FPS game in Unity using C#. This code is supposed to play a sound once whenever you press the left mouse button, but whenever I press it the sound plays repeatedly with no break between the sounds. I did find a question very similar to this one but I couldn't implement the answer into my code, Link: https://forum.unity.com/threads/how-to-play-a-sound-with-c.206152/. Any help will be appreciated.
using UnityEngine;
public class GunFire : MonoBehaviour
{
void Update()
{
if (Input.GetButton("Fire1"))
{
AudioSource sound = gameObject.GetComponent<AudioSource>();
sound.Play();
}
}
}
Every time you click the button you want the sound to play. Then the problem is that you are using GetButton which returns true every frame that button is pressed.
Try using GetButtonDown which will only return true the first frame the button is pressed regardless of whether or not you are holding it.
Links to the API's pages for those functions : GetButton, GetButtonDown
You may also need to check if you have looping on or off on the audio source.
Check your AudioSource for loop checkmark, it must be false
If you need loop true on this AudioSource, you can use PlayOneShoot() instead of Play().
p.s. Execute GetComponent() every time you need play the sound is a bad practice. It will be better to cashe it once.
I have a space ship that will rotate clockwise or counter-clockwise depending on if the left or right button is pressed. I was using a virtual joystick and it was working fine but decided to change to left and right buttons. Now if click a button it will rotate to a fix position and stop each time i press the button, I'd like for it to move continuously in one direction while button held down and stop when released.
I'm using the unity standard assets with the cross platform input ButtonHadler script in conjunction with my "move" script.
void Update()
{
if (CrossPlatformInputManager.GetButtonDown("turn"))
{
TurnShip();
}
}
public void TurnShip()
{
transform.Rotate(Vector3.up * 50f * Time.deltaTime);
}
You're using GetButtonDown, which returns true only once when you press the button, and remains false until you release the button and press it again. Use GetButton instead.
Changing to GetButton was part of what I was missing but I had also set up my buttons up incorrectly I had accidentally added one event type with two function a pointer down and pointer up in the same event type instead of separating them.
How do you animate if the button is correct and the other buttons are not correct
if(btnA.isCorrect){
//btnA Animation
} else if(btnB.isCorrect){
//btnB Animation
} else if (btnC.isCorrect){
//btnC Animation
} else {
//btnD Animation
}
I have that code inside the method UserSelect(int n) wherein n determines the btnNumber in my buttons,
and I do think that this is the logic of what I wanted to do if the user selected the buttons
PS: if the user selected a button and it is correct, the player will attack an enemy, otherwise, the enemy will attack the player
I'm makimg a game in Unity using C# developed for Android. I'm testing using Unity Remote 4. I was just wondering if a sprite can be used as a button in Unity rather than the button made in Component -> UI -> Button.
I've tried this:
private void Update()
{
if (Input.touchCount > 0)
Application.LoadLevel("startScene");
}
Which does work. The button is being used to switch from the main menu to an options menu.
Ideally, I want the button to be in the same place in the options menu to be used to go back to the main menu. The problem then is that because the scenes switch instantly, the scenes switch between each other over and over I guess because the next scene gets the touch input as well.
How can I delay the time between the scenes switching, or is there a better way to use sprites as a button??
You can create a menu system which is persistent in scenes. Have a look at This Tutorial Video for guide
Usually buttons perform their function once a tap has been performed. A tap is a press and release on the button. What you are doing is performing your function on a press which is causing your buttons to be triggered continuously while you hold your finger.
Pseudo code:
If a finger presses on the sprite
If the same finger is release on the sprite
The button has been pressed.
You can use ray casting to detect touch on the sprite
private void Update()
{
if (Input.touchCount != 1) return;
var wp = Camera.main.ScreenToWorldPoint(Input.GetTouch(0).position);
var touchPos = new Vector2(wp.x, wp.y);
if (collider2D == Physics2D.OverlapPoint(touchPos))
{
// Your code
}
}
This is one way that has worked for me:
Add the sprite that you will use as the background of the button to the stage.
Add a Collider and mark it as a trigger.
Assign a script where you add any of the following functions depending on your case.
private void OnMouseDown () {
// Runs by pressing the button
}
private void OnMouseUp () {
// Runs when button is released
}
I have a gui texture that fit in my entire screen and a script attached to it. whenever i press on the screen (on the guitexture) , a projectile is launched based on the mouse position. The problem is that i put a pause button and when i press on it a projectile is launched before the game is paused. the script of the guitexture uses the OnMouseDown() method and the pause button uses the OnGui() method. Please Help ! I tried to use booleans but it didn't work. it seems like the two methods are being called at the same time.
I had a similar problem with my game, might not be the best solution, but worked very well for me.
The pause button was at the top of the screen on the left, so when touching/clicking on the screen, I tested the clicked area to the same as the button was, in the end it will only trigger the "click" effect if it is outside the pause button area.
It would get harder if you need more buttons, but this is just what worked for me, I hope it can help you.
Note: Input.GetMouseButtonDown(0) works for mouse clicks and touches (android/iphone).
C#:
if (Input.GetMouseButtonDown(0))
{
var buttonPos = new Rect(0, 0, 100, 100);
if (!buttonPos.Contains(new Vector2(Input.mousePosition.x, Screen.height - Input.mousePosition.y)))
{
Jump();
}
}