I've been following a youtube tutorial and when I followed and rewrote the input it worked but Unity kept reading input when there was none. Video Link to tutorial: https://www.youtube.com/watch?v=_Pm16a18zy8&list=PLLf84Zj7U26kfPQ00JVI2nIoozuPkykDX
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float moveSpeed;
public bool isMoving;
private Vector2 input;
private void Update()
{
if (!isMoving)
{
input.x = Input.GetAxisRaw("Horizontal");
input.y = Input.GetAxisRaw("Vertical");
if (input != Vector2.zero)
{
print(Vector2.right "|" Vector2.left "|" Vector2.up "|" Vector2.down);
var targetPos = transform.position;
targetPos.x = input.x;
targetPos.y = input.y;
StartCoroutine(Move(targetPos));
}
}
}
IEnumerator Move(Vector3 targetPos)
{
isMoving = true;
while((targetPos - transform.position).sqrMagnitude > Mathf.Epsilon)
{
transform.position = Vector3.MoveTowards(transform.position, targetPos, moveSpeed * Time.deltaTime);
yield return null;
}
transform.position = targetPos;
isMoving = false;
}
}
CodePudding user response:
I just made a test project with this script and it seems to work as intended for me. Feel free to elaborate but if you mean that it reads input for a few frames after you stop input until the character stops, then that is a product of how you have movement in a coroutine. That style of movement would work fine for a point and click or something where you want to move the character to a specific point on the screen but for input it will feel laggy. I would suggest either adding a rigidbody2D to the player and moving it by adjusting its velocity or by directly changing the transform.position just not in a coroutine, but if your issue is something else feel free to give me more info.
CodePudding user response:
Most commonly this turns out to be caused by some type of input device being connected that you didn't intend to be reading input from - e.g. a game controller, flight stick, driving wheel or similar. Try disconnecting nonessential USB devices and see if the input readings go away.