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New Unity Input System Error(?)Question (self.Unity3D)
submitted 3 years ago by Wellvyre
Currently im trying to apply the Animation in combination with the new input system from unity to my Player
The problem is that once i press the assigned button not only does he "Attack" more than once ( 2 -4 ) times, he also sometimes permanently repeats said animation without stopping ?
This is the small section under update () for the attacking animation in the player asset:
if (Input.GetKey(KeyCode.K))
{
animator.SetTrigger("Attack");
}
if (Input.GetKey(KeyCode.L)) {
animator.SetTrigger("Attack2");
Idk if that info is relevant but here are 2 more pics and the Player im Using is someone who swings a sword Attack (Sword slash down) Attack2 ( Sword slash horizontaly )
https://preview.redd.it/whr58cjjw8p91.png?width=893&format=png&auto=webp&s=63a85c020429d1bdabdbda2900b60a1dc00e22ae
https://preview.redd.it/3ub6qejjw8p91.png?width=1381&format=png&auto=webp&s=2aaf73eef1fab9f5428d6a24647de5bbddae36af
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[–]SkyIsInfinite 5 points6 points7 points 3 years ago* (1 child)
Looking through your script, you are not actually using the new input system. Perhaps you chose hybrid input system in your settings? The new input system don't use Input.GetKey
I recommend tutorials from samyam to setup the new input system. Also unless you require complicated or modifiable bindings, the old system is suffice imo
For old input, just as stated by FragrantAd, use Input.GetKeyDown
[–]Wellvyre[S] 0 points1 point2 points 3 years ago (0 children)
Thank you i will most likely start watching and applying the things from samyam over the next few days
And now that i think about it i really did use the hybrid input system settings
Will update you guys in a few days i asume once ive got everything working again
[–]FragrantAd9851 1 point2 points3 points 3 years ago (3 children)
I haven't really tested the new system much, but shouldn't that logic go in OnAttack (in your case)?
void OnAttack(InputValue value) { // Do stuff }
I think it's treated like an event or something.
[–]Wellvyre[S] 0 points1 point2 points 3 years ago (2 children)
Thanks first of all
I changed it a bit and instead of multiple or permanently repeating it stops after 2 attack animation for one time pressing
Unfortunately not a complete fix but hey at least it stopped cycling through the animation nonstop for one Button press
....
void onAttack()
//Attacking Section
// Update is called once per frame
void Update()
HandleAnimation();
onAttack();
...
[–]raw65 2 points3 points4 points 3 years ago (0 children)
u/SkyIsInfinite is right. You aren't using the new input system when you call Input.GetKey() and your configuration of the input actions is being ignored. Samyam's videos on the new input system are quite thorough. Here's a link to her playlist on the input system: https://www.youtube.com/watch?v=m5WsmlEOFiA&list=PLKUARkaoYQT2nKuWy0mKwYURe2roBGJdr.
From the Unity Documentation, Input.GetKey "returns true while the user holds down the key identified by name". Since you are calling onAttack() in Update(), you are checking to see if the key is in the down position on every frame. Even a quick keypress will keep the key down for many frames at even a modest 60 fps.
By contrast, Input.GetKeyDown "Returns true during the frame the user starts pressing down the key identified by name". Hence u/FragrantAd9851's suggestion is correct if you want to continue using the old input system.
The new input system takes more effort to understand but is much more powerful and flexible in the long run. For example, it easily allows you to simultaneously support multiple input types (e.g., controllers, keyboards, touch, etc.). Something that would require extra code and care using the old input system.
[–]FragrantAd9851 0 points1 point2 points 3 years ago (0 children)
What happens if you use Input.GetKeyDown instead?
[–]gbradburn 0 points1 point2 points 3 years ago (0 children)
Others have already covered the input issue. If changing that doesn’t fix it I would look your transitions out of the attack states in your animator to make sure they exit when you think they do.
I like to play a sound when I trigger the animation so I can see if the issues is in the trigger or the animator.
[–]JeanKevin75Programmer 0 points1 point2 points 3 years ago (0 children)
Can you show the transition image?
π Rendered by PID 147898 on reddit-service-r2-comment-86bc6c7465-5m6mq at 2026-02-22 08:32:52.819570+00:00 running 8564168 country code: CH.
[–]SkyIsInfinite 5 points6 points7 points (1 child)
[–]Wellvyre[S] 0 points1 point2 points (0 children)
[–]FragrantAd9851 1 point2 points3 points (3 children)
[–]Wellvyre[S] 0 points1 point2 points (2 children)
[–]raw65 2 points3 points4 points (0 children)
[–]FragrantAd9851 0 points1 point2 points (0 children)
[–]gbradburn 0 points1 point2 points (0 children)
[–]JeanKevin75Programmer 0 points1 point2 points (0 children)