I wrote a script that writes Input.mousePosition into a file on every frame. The idea is that I want to identify which button on screen the player is trying to click before actually clicking, from the speed of the mouse basically. However, I ran into data like this:
(1113.0, 835.0, 0.0)
(1113.0, 835.0, 0.0)
(1113.0, 835.0, 0.0)
(1126.0, 835.0, 0.0)
Basically on one frame the x position is one value, a couple of frames later it's changed, but in the middle there is no gradation. While my mouse movement was continuous, if I'm to believe Unity, in the example above I hovered on 1 pixel for 3 frames then jumped 13 pixels to the right in one frame. Why is this? Is there any code to get the actual frame by frame position of the mouse?
EDIT:
Vector2 _lastPosition;
StreamWriter _mouseData;
// Start is called before the first frame update
void Start()
{
_mouseData = new StreamWriter(File.Open("sdata.txt", FileMode.Create));
}
// Update is called once per frame
void FixedUpdate()
{
_mouseData.WriteLine(Input.mousePosition.ToString());
if (Input.GetMouseButtonDown(0))
{
_mouseData.WriteLine("CLICK\n\n");
}
_lastPosition = Input.mousePosition;
}
void OnDestroy()
{
_mouseData.Close();
}
EDIT 2: I changed the code to the following:
void FixedUpdate()
{
_mouseData.WriteLine(Vector2.SqrMagnitude(new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"))));
if (Input.GetMouseButtonDown(0))
{
_mouseData.WriteLine("CLICK\n\n");
}
}
Now I'm still getting output that's 50% 0-es and non-0 values are sprinkled in on every second row. Exceptions: a few rows where actual values are supposed to be still contain random 0-es. Now, I'm not super concerned about getting less frequent than 1/frame data, but there's no way to distinguish between these false 0-es and actual 0-es when the mouse is not moving, which is an issue.