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Input.GetButton

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public static method GetButton(buttonName: string): bool;
public static bool GetButton(string buttonName);

Description

Returns true while the virtual button identified by buttonName is held down.

Think auto fire - this will return true as long as the button is held down.

Use this only when implementing events that trigger an action, eg, shooting a weapon. Use GetAxis for input that controls continuous movement.

// Instantiates a projectile every 0.5 seconds,
// if the Fire1 button (default is Ctrl) is pressed.

var projectile : GameObject; var fireDelta : float = 0.5;

private var nextFire : float = 0.5; private var newProjectile : GameObject; private var myTime : float = 0.0;

function Update () {

myTime = myTime + Time.deltaTime;

if (Input.GetButton("Fire1") && (myTime > nextFire)) { nextFire = myTime + fireDelta; newProjectile = Instantiate(projectile, transform.position, transform.rotation);

// create code here that animates the newProjectile

nextFire = nextFire - myTime; myTime = 0.0; } }
// Instantiates a projectile every 0.5 seconds,
// if the Fire1 button (default is Ctrl) is pressed.

using UnityEngine; using System.Collections;

public class ExampleClass : MonoBehaviour { public GameObject projectile; public float fireDelta = 0.5F;

private float nextFire = 0.5F; private GameObject newProjectile; private float myTime = 0.0F;

void Update() { myTime = myTime + Time.deltaTime;

if (Input.GetButton("Fire1") && myTime > nextFire) { nextFire = myTime + fireDelta; newProjectile = Instantiate(projectile, transform.position, transform.rotation) as GameObject;

// create code here that animates the newProjectile

nextFire = nextFire - myTime; myTime = 0.0F; } } }

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