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It gives you smoothed and configurable input that can be mapped to a keyboard, joystick or mouse. Use Input.GetButton for action-like events only. Do not use it ...
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Feb 24, 2021 · Use this class to read the axes set up in the Conventional Game Input, and to access multi-touch/accelerometer data on mobile devices.
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The scripting reference is organised according to the classes available to scripts which are described along with their methods, properties and any other ...
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Returns true while the user holds down the key identified by name . GetKey will report the status of the named key. This might be used to confirm a key is used ...
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Returns the value of the virtual axis identified by axisName . The value will be in the range -1...1 for keyboard and joystick input devices. The meaning of ...
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Returns true during the frame the user starts pressing down the key identified by the key KeyCode enum parameter. using UnityEngine; using System.Collections;
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Oct 11, 2019 · So I'd try the ones I mentioned first. https://docs.unity3d.com/ScriptReference/Input.GetKeyDown.html · https://docs.unity3d.com/ScriptReference ...
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Returns true during the frame the user pressed the given mouse button. Call this function from the Update function, since the state gets reset each frame. It ...
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// Instantiates a projectile every 0.5 seconds, // if the Fire1 button (default is Ctrl) is pressed. using UnityEngine; using System.Collections; public class ...
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Indicates if a mouse device is detected. On Windows, Android and Metro platforms, this function does actual mouse presence detection, so may return true or ...
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