// If you are ever wondering why you are having issues with dropped button presses, it's because it's not in here! private void Update() { if (!hasAuthority) { return; } // Other actions if (Input.GetButtonDown("Left Click")) { action.GrabAction(); } // Check to see if we should do single action or perform continuous action if (action.continuousAction) { if (Input.GetButton("Right Click")) { action.UseAction(); } } else { if (Input.GetButtonDown("Right Click")) { action.UseAction(); } } }
// Update is called once per frame private void Update() { if (!hasAuthority) { return; } if (!action.controlEnabled) { return; } // Store the input axes. h = Input.GetAxis(joyPrefix + "JoyH"); v = Input.GetAxis(joyPrefix + "JoyV"); // Our own deadzone implementation stickInput = new Vector2(h, v); if (stickInput.magnitude < deadzone) { stickInput = Vector2.zero; } else { stickInput = stickInput.normalized * ((stickInput.magnitude - deadzone) / (1 - deadzone)); } // Only send the new output if the stick input is past the deadzone if (stickInput.x != 0 || stickInput.y != 0) { SmoothLook(new Vector3(stickInput.x, 0, stickInput.y)); } //In the joypad controller, we add the joyPrefix (Which is a string set externally by the local player manager) // Button commands if (Input.GetButtonDown(joyPrefix + "Pick")) { action.GrabAction(); } // Check to see if we should do single action or perform continuous action if (action.continuousAction) { if (Input.GetButton(joyPrefix + "Use")) { action.UseAction(); } } else { if (Input.GetButtonDown(joyPrefix + "Use")) { action.UseAction(); } } }