Legacy Documentation: Version 5.3
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Input.GetButton

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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

Parameters

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.

#pragma strict
public var projectile: GameObject;
public var fireDelay: float = 0.5F;
private var nextFire: float = 0.0F;
function Update() {
	if (Input.GetButton("Fire1") && Time.time > nextFire) {
		nextFire = Time.time + fireDelay;
		var clone: GameObject = Instantiate(projectile, transform.position, transform.rotation) as GameObject;
	}
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public GameObject projectile; public float fireDelay = 0.5F; private float nextFire = 0.0F; void Update() { if (Input.GetButton("Fire1") && Time.time > nextFire) { nextFire = Time.time + fireDelay; GameObject clone = Instantiate(projectile, transform.position, transform.rotation) as GameObject; } } }