title: Wait for the Next Input and Store it (Unity/C#)
body: <p>me again :D
  I got the next problem, but this time it looks like i am not able to solve it, and it also shouldnt be grammar problems^^</p>
  
  <p>Well, right now im trying to make a Inputclass for UNity3D (in C#) for our Classproject. I got the Input itself to work, and everything is fine. But the reason i had to do it, making controlls changeable at runtime, still is a problem. I tried different ways to save the Keys (textfield and writing the keycodes -> our game designer disliked it). right now i tried to do it with Coroutines and my last try was to transfer it to another function and start all the code after the mouse has been released and no Input should be done. Anyways it dsent work. THis is the Code that should do the magic:</p>
  
  <pre><code>    void PassKey(string wantedKey)
  {
      if (Input.GetKey(KeyCode.Mouse0) == false)
      {
          Event uInput = Event.current;
          wantedKey = uInput.character.ToString();
          Debug.Log (wantedKey + uInput.character);
      }
  }
  </code></pre>
  
  <p>this gets called in here:</p>
  
  <pre><code>        if(GUI.Button(new Rect(0,0,qScreenWidthX / 2, qScreenHeightX / 5), rightText))
      {
  
          PassKey(right);
      }
  </code></pre>
  
  <p>(this button exists for every Key).</p>
  
  <p>Do you guys have any idea how to wait for the next input AFTER the mouse has been released?</p>
  
  <p>I dont need concrete code, but maybe a hint how i could get this working.</p>