![]() ![]() Like a UI element or a sprite, a 3D object with a collider. Next add the Event Trigger component to any of your raycast enabled game object. I recommend to do this on an individual game object. This will take care of the input events like mouse clicks and touches. This will also add the Standalone Input Module component. I think it's a great approach to use Unity's inspector, because this way your code is more flexible as you can reference any of your game objects visually and safely.įirst add the Event System component to any of your game objects. So finally I've came up with the following solution and I want to share it with you. I've found this topic and gathered some really good ideas. I was looking for a proper single-double click handler. If (!clickedOnce & count startClick()' as the function to call when the button is pressed. Private float doubleClickTimeLimit = 0.35f Public class DoubleClickTest : MonoBehaviour If you want to detect double-clicks on individual buttons, I've found this modification to an above answer is working well: using UnityEngine The above solutions work for clicks done on the whole screen. In other words: You use both options you suggested, depending on what the desired behavior of the control is. Whenever possible, you try to design the GUI interactions such that the last event will not be used: Windows File Explorer will select an item on a single click immediately, and will open it on a double click, and will do nothing on a confirmed single click. Double click timeout, single click confirmed to not be a double click. ![]() Single click, which may or may not become a double click.To the question if you should wait until the double-click timeout passes, this needs to be handled differently for each control. You would normally implement a focus tracker that resets the double click counter whenever the focus changes. If you have to use a global implementation, you'll need to look at the location of the click as well - if the mouse moved too far it's not a double click. A single click on one control followed quickly by a single click on another control could be misinterpreted as a double-click on the second control.Every single click could be delayed by 0.5 seconds.If you decide to handle double clicks globally, you have to implement workarounds to avoid 2 very undesirable side effects: Generally in a game it's much easier to handle double click on the control that's being clicked, not globally. Windows default double click delay is 500ms = 0.5 seconds. Is there a more polished and reliable way of detecting double clicks in Unity using C#, other than these solutions, and one that handles the problems aforementioned? Therefore, my questions becomes the following. If (one_click & ((Time.time - timerdclick) > dclick_threshold))Įlse if (one_click & ((Time.time - timerdclick) < dclick_threshold)) Worse than that, this kind of solution suffers from discrepancies across machines, since it does not take into account how slow or how fast is the user's double-click speed setting at the OS level. However, this gives sluggish results, since a waiting before it is possible to notice the waiting before single-clicks are detected. set a wait-for delay for the single-click to be activated, which means, at every click, only activate single click actions if the time delay since last click is above a given threshold.call the DoubleClick() function, not shown call the SingleClick() function, not shown If (Time.time - timerdclick) > dclick_threshold) Rough example: float dclick_threshold = 0.25f However, this solution results in that a quick single click is detected before the double-click is detected, which is undesirable in most situations because then it activates both single and double click actions. every time a click happens, calculate time delta since last click and if it was smaller than a given threshold, a double click would be detected.Proposed solutions always had either of the two approaches and their corresponding flaws: However, as it is often the case with answers posted in these resources, they all seemed to be either plain wrong or at least a bit too amateurish. Although I was surprised that this seems to have never been asked in this website before, of course I have searched and found numerous similar questions on Unity's forums and Unity's own question-answer pages. My emphasis on the word properly is not for nothing. What I am trying to understand and learn here is a very basic thing: what is the most general and most polished way to properly differentiate single-clicks and double-clicks for the 3 main mouse buttons in Unity, using C#? ![]()
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