Version: 2018.2 (switch to 2018.1 or 2017.4)
LanguageEnglish
  • C#

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

Submission failed

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

Close

Cancel

public static bool GetButton(string buttonName);

Parameters

buttonNameThe name of the button such as Jump.

Returns

bool True when an axis has been pressed and not released.

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. The buttonName argument will normally be one of the names in InputManager such as Jump or Fire1. GetButton will return to false when it is released.

Use GetAxis for input that controls continuous movement.

// 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; } } }

Did you find this page useful? Please give it a rating: