Keyboard Ghosting

Updated on April 7, 2018 in General
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3 on April 6, 2018

Hello everybody,

what can you do about keyboard ghosting? I’m following the 2D platformer course and whenever I press the control key to shoot, I can’t move anymore. If I jump, I also need to wait a second before I can shoot using the left mouseclick. I’m using the “Platformer 2D User Control” script and I’m looking for a way to change the script, so I won’t encounter these problems anymore.

Thank you in advance!

Ruben

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0 on April 6, 2018

Can we see the code?

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0 on April 7, 2018

I think that these two scripts are the ones that make my player move. (I’m making my first game.)

Platformer2DUserControl:

using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;

namespace UnityStandardAssets._2D
{
[RequireComponent(typeof (PlatformerCharacter2D))]
public class Platformer2DUserControl : MonoBehaviour
{
private PlatformerCharacter2D m_Character;
private bool m_Jump;

private void Awake()
{
m_Character = GetComponent<PlatformerCharacter2D>();
}

private void Update()
{
if (!m_Jump)
{
// Read the jump input in Update so button presses aren’t missed.
m_Jump = CrossPlatformInputManager.GetButtonDown(“Jump”);
}
}

private void FixedUpdate()
{
// Read the inputs.
bool crouch = Input.GetKey(KeyCode.LeftControl);
float h = CrossPlatformInputManager.GetAxis(“Horizontal”);
// Pass all parameters to the character control script.
m_Character.Move(h, crouch, m_Jump);
m_Jump = false;
}
}
}

PlatformerCharacter2D:

using System.Collections.Generic;
using UnityEngine;

namespace UnityStandardAssets._2D
{
public class PlatformerCharacter2D : MonoBehaviour
{
[SerializeField] private float m_MaxSpeed = 10f; // The fastest the player can travel in the x axis.
[SerializeField] private float m_JumpForce = 400f; // Amount of force added when the player jumps.
[Range(0, 1)] [SerializeField] private float m_CrouchSpeed = .36f; // Amount of maxSpeed applied to crouching movement. 1 = 100%
[SerializeField] private bool m_AirControl = false; // Whether or not a player can steer while jumping;
[SerializeField] private LayerMask m_WhatIsGround; // A mask determining what is ground to the character

private Transform m_GroundCheck; // A position marking where to check if the player is grounded.
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
private Transform m_CeilingCheck; // A position marking where to check for ceilings
const float k_CeilingRadius = .01f; // Radius of the overlap circle to determine if the player can stand up
private Animator m_Anim; // Reference to the player’s animator component.
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.

Transform playerGraphics; // Reference to the graphics so we can change direction.

private void Awake()
{
// Setting up references.
m_GroundCheck = transform.Find(“GroundCheck”);
m_CeilingCheck = transform.Find(“CeilingCheck”);
m_Anim = GetComponent<Animator>();
m_Rigidbody2D = GetComponent<Rigidbody2D>();
playerGraphics = transform.Find(“Graphics”);
if (playerGraphics == null)
{
Debug.LogError (“There is no ‘Graphics’ object as a child of the player.”);
}
}

private void FixedUpdate()
{
m_Grounded = false;

// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
{
if (colliders[i].gameObject != gameObject)
m_Grounded = true;
}
m_Anim.SetBool(“Ground”, m_Grounded);

// Set the vertical animation
m_Anim.SetFloat(“vSpeed”, m_Rigidbody2D.velocity.y);
}

public void Move(float move, bool crouch, bool jump)
{
// If crouching, check to see if the character can stand up
if (!crouch && m_Anim.GetBool(“Crouch”))
{
// If the character has a ceiling preventing them from standing up, keep them crouching
if (Physics2D.OverlapCircle(m_CeilingCheck.position, k_CeilingRadius, m_WhatIsGround))
{
crouch = true;
}
}

// Set whether or not the character is crouching in the animator
m_Anim.SetBool(“Crouch”, crouch);

//only control the player if grounded or airControl is turned on
if (m_Grounded || m_AirControl)
{
// Reduce the speed if crouching by the crouchSpeed multiplier
move = (crouch ? move*m_CrouchSpeed : move);

// The Speed animator parameter is set to the absolute value of the horizontal input.
m_Anim.SetFloat(“Speed”, Mathf.Abs(move));

// Move the character
m_Rigidbody2D.velocity = new Vector2(move*m_MaxSpeed, m_Rigidbody2D.velocity.y);

// If the input is moving the player right and the player is facing left…
if (move > 0 && !m_FacingRight)
{
// … flip the player.
Flip();
}
// Otherwise if the input is moving the player left and the player is facing right…
else if (move < 0 && m_FacingRight)
{
// … flip the player.
Flip();
}
}
// If the player should jump…
if (m_Grounded && jump && m_Anim.GetBool(“Ground”))
{
// Add a vertical force to the player.
m_Grounded = false;
m_Anim.SetBool(“Ground”, false);
m_Rigidbody2D.AddForce(new Vector2(0f, m_JumpForce));
}
}

private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;

// Multiply the player’s x local scale by -1.
Vector3 theScale = playerGraphics.localScale;
theScale.x *= -1;
playerGraphics.localScale = theScale;
}
}
}

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0 on April 7, 2018

This is my code to shoot:

void Update () {
if (fireRate == 0) {
if (Input.GetButtonDown (“Fire1”)) {
Shoot();
}
}
else {
if (Input.GetButton (“Fire1”) && Time.time > timeToFire) {
timeToFire = Time.time + 1/fireRate;
Shoot();
}
}
}

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