So basically, my issue is that my audio is working when I walk as I use if(Input.GetKey…) statement, but then when the player is !Grounded (basically jumps), I make the audio stop. When player reaches ground again and was already moving in air, then the audio still stops. I can find logic in that because I check with GetKey and not GetKeyDown, but when I do GetKeyDown it practically keeps on playing itself until not actually playing as it’s called each frame.
Is there a sound played as part of the jumping function? If so - I imagine this is cutting into the loop of the footstep sound. Also, does the sound continue if you quickly release and re-press “forward”?
I’ll post it soon. Yes, it is in my update function. Then I just check if the player is grounded or not. If not grounded, then audio stops no matter if player is walking. But when he reaches ground and gets grounded again then audio plays but it ain’t working.
if(Input.GetKeyDown(KeyCode.D))
{
audio.Play();
}
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Basically, my issue is that my audio works when I walk the way I use if it’s a statement (Input.GetKey …), but then when. the player! Grounded (basically jump), I stop the sound. When a player reaches the ground again and is already moving in the air, the sound still stops. I can get logic in that because vpn deals I study with GetKey and not with GetKeyDown, but when I do GetKeyDown it keeps me playing practically so that I don’t play the so-called frame. coin master
You need to call this capacity from the Update work, since the state gets reset each casing. It won’t return valid until the client has delivered the key