sorry for my english, i have 1 button i need to chick if it is being pressed or held down how do i do this
You can use Input.GetButton(“buttonName”): this function returns true while the button is pressed. There are equivalents for keys (Input.GetKey(“a”), for instance) and for GUI ( GUI.RepeatButton)
EDITED: Well, doing what you want with GUI buttons is more complicated than I supposed: contrary to what I thought, RepeatButton doesn’t return true while pressed - it actually returns true and false alternately each OnGUI! This complicates things, because there’s no steady state to rely on.
But the show can go on: since Unity doesn’t return a steady state for us, let’s create our own! We can use a boolean flag, speedButton, which will be set when RepeatButton returns true and reset when the mouse button is released.
To simplify things a little, let’s check the time only when RepeatButton is released: if it’s greater than the limit, select high speed, otherwise select low speed:
var speed: float; var timeThreshold: float = 0.6; // 600mS to select high speed private var speedButton = false; // current button state private var lastState = false; // last button state private var speedTime: float = 0; // time measurement function OnGUI(){ // create a steady state result for RepeatButton: // set speedButton when RepeatButton is true... if (GUI.RepeatButton(Rect(10,10,200,100), "Speed")){ speedButton = true; } // and reset it when mouse button released: speedButton &= Input.GetMouseButton(0); // now speedButton can be verified: if (speedButton != lastState){ // if button changed state... lastState = speedButton; // register current state if (speedButton){ // if button down define the threshold time speedTime = Time.time + timeThreshold; } else { // if button up select speed according to time elapsed speed = (Time.time > speedTime)? 10 : 5; } } }