If you are like me and want to get rid of all of the 0 popping up in the console, here is a simple solution without too much additional knowledge:
void Update()
{
horizontalMovement();
verticalMovement();
}
void horizontalMovement()
{
float horizontalThrow = Input.GetAxis("Horizontal");
if (horizontalThrow < Mathf.Epsilon && horizontalThrow > -Mathf.Epsilon) { return; }
{
Debug.Log(horizontalThrow);
}
}
void verticalMovement()
{
float verticalThrow = Input.GetAxis("Vertical");
if (verticalThrow < Mathf.Epsilon && verticalThrow > -Mathf.Epsilon) { return; }
{
Debug.Log(verticalThrow);
}
}
The only new thing here is the && (AND) operator to basically say:
Exclude everything between -0 and 0. (since Mathf.Epsilon is something like 0.0000000…1, the +/- matter).
Please correct me, if this is bad practice and if there is an easier solution.
Edit:
The other way around seems more plausible, so we can dump the { return; }
void Update()
{
horizontalMovement();
verticalMovement();
}
void horizontalMovement()
{
float horizontalThrow = Input.GetAxis("Horizontal");
if (horizontalThrow > Mathf.Epsilon || horizontalThrow < -Mathf.Epsilon)
{
Debug.Log(horizontalThrow);
}
}
void verticalMovement()
{
float verticalThrow = Input.GetAxis("Vertical");
if (verticalThrow > Mathf.Epsilon || verticalThrow < -Mathf.Epsilon)
{
Debug.Log(verticalThrow);
}
}