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.
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);
}
}
}