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Question IT WON'T STOP!

Discussion in 'Input System' started by SilverFangsStudio, Jan 9, 2021.

  1. SilverFangsStudio

    SilverFangsStudio

    Joined:
    Nov 18, 2020
    Posts:
    2
    Hey, ran into a small problem and could really use some help, I'm making an action adventure game and have gotten pretty far but can't find a solution to the latest brink wall, I'm have my character preform a five hit combo string and while he does execute all five attack animation the problem comes from when I button mash and stop mid combo he keeps going, some times when he reaches the end and goes back to idle he dose another two hits, how do I stop this, I'm too new to coding to write out a script even though I know what I want it to do. If anybody can help me on this, much appreciation.

    Thanks in advance, SilverFang studios
     
  2. Abneto

    Abneto

    Joined:
    May 31, 2018
    Posts:
    1
    From fiddling around with the input system and from what I understood while using it, it seems that the Input System's input module seems to buffer the inputs you give. For instance, I had a controller disconnected window, and when it shows up, the event system is turned off and I listen straightly by Input to read whenever a specific controller button is pressed and then I resume.

    However, when that happens, I turn the eventsystem back on (after around a second), and it still counts to the button press after that, and selecting some random button in the menu as the buttons is the same as the confirm in the input system action map. If someone knows how to clear this sort of buffer or queue that the Input System event module has, I'd appreciate it.

    As a workaround, I had to disable both the event system AND the input module in order to ignore any inputs placed on that controller disconnected window (I set on my project settings to use both input handlers)