I'm learning Unity but my key press isn't being detected
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public Rigidbody myBody;
private float time = 0.0f;
private bool isMoving = false;
private bool isJumpPressed = false;
void Start(){
myBody = GetComponent<Rigidbody>();
}
void Update()
{
isJumpPressed = Input.GetKeyDown(KeyCode.Space);
Debug.Log(isJumpPressed);
}
void FixedUpdate(){
if(isJumpPressed){
myBody.velocity = new Vector3(0,10,0);
isMoving = true;
Debug.Log("jump");
}
if(isMoving){
time = time + Time.fixedDeltaTime;
if(time>10.0f)
{
//Debug.Log( Debug.Log(gameObject.transform.position.y + " : " + time));
time = 0.0f;
}
}
}
}
why isJumpPressed always false. What am I doing wrong? From what I understand this should work but I'm obviously missing something
UPDATE: Thanks to everyone who proposed ideas. I got the isJumpPressed to return true when I stopped trying to detect the space bar.
isJumpPressed = Input.GetKeyDown("a");
anyone got any ideas why this would work and not
isJumpPressed = Input.GetKeyDown(KeyCode.Space);
or
isJumpPressed = Input.GetKeyDown("space");
UPDATE 2: Apparently this is a bug in Linux. I've read it won't happen when the game is built just in the editor. I've found a workaround at https://forum.unity.com/threads/space-not-working.946974/?_ga=2.25366461.1247665695.1598713842-86850982.1598713842#post-6188199
If any Googler's Stumble upon this issue reference the following code because this is working for me.
public class Player : MonoBehaviour
{
public Rigidbody myBody;
private float time = 0.0f;
private bool isMoving = false;
private bool isJumpPressed = false;
void Start(){
myBody = GetComponent<Rigidbody>();
}
void Update()
{
isJumpPressed = Input.GetKeyDown(SpacebarKey());
if(isJumpPressed)
{
Debug.Log(isJumpPressed);
}
}
void FixedUpdate(){
if(isJumpPressed){
myBody.velocity = new Vector3(0,10,0);
isMoving = true;
Debug.Log("jump");
}
if(isMoving){
time = time + Time.fixedDeltaTime;
if(time>10.0f)
{
//Debug.Log( Debug.Log(gameObject.transform.position.y + " : " + time));
time = 0.0f;
}
}
}
public static KeyCode SpacebarKey() {
if (Application.isEditor) return KeyCode.O;
else return KeyCode.Space;
}
}