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 fireRate : float = 0.5; private var nextFire : float = 0.0;function Update () { if (Input.GetButton("Fire1") && Time.time > nextFire) { nextFire = Time.time + fireRate; Instantiate(projectile, transform.position, transform.rotation); } }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public GameObject projectile; public float fireRate = 0.5F; private float nextFire = 0.0F; void Update() { if (Input.GetButton("Fire1") && Time.time > nextFire) { nextFire = Time.time + fireRate; Instantiate(projectile, transform.position, transform.rotation) as GameObject; } } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public projectile as GameObject public fireRate as float = 0.5F private nextFire as float = 0.0F def Update() as void: if Input.GetButton('Fire1') and (Time.time > nextFire): nextFire = (Time.time + fireRate) (Instantiate(projectile, transform.position, transform.rotation) as GameObject)