Hi, I have now a problem:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KeyDebug : MonoBehaviour
{
private static System.Timers.Timer aTimer;
public float RefreshTime;
void Update ()
{
print(Input.inputString);
}
}
This code works properly, but the problem is that I need to add a refresh rate (in seconds) to the print stantment, because refresh too fast, makes lag and spams the console,
Thanks.
Also, sorry for my bad english.
2 Answers
2
The way that i’ve been doing it, although not so pretty but is simple is by creating timers. So by creating a timer() method, then adding by calling it in the update method you can add a private variable (time), which adds a second each time, adding Time.deltaTime. This would be an example using your code as well.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KeyDebug : MonoBehaviour
{
private int time;
void Update ()
{
time += Time.DeltaTime;
timer();
//print(Input.inputString);
}void timer(){
if (time >= (PUT TIME LIMIT HERE)){
//Do whatever you want after a set time limit here
}
}
If you’re trying to reset a variable like a print statement, then you can just set the statement to be " " or null in the timer statement.
I ended up doing it alone, and I made it work, with a very short code. And most importantly of all, it worked.
I think we can close this up.
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class KeyDebug : MonoBehaviour
{
void Update ()
{
if (Input.anyKeyDown)
{
print(Input.inputString);
}
}
}
Thanks but doesn't works: Assets/Scripts/C Sharp/KeyDebug.cs(11,24): error CS0117: UnityEngine.Time' does not contain a definition for DeltaTime'
– Konniskatt