Make hold-to-open actions fill while held and slowly drain when you let go
A progress ring for opening a chest or hacking a door is easy to get wrong: letting go for one frame wipes everything, completing fires the action twice, or it opens again when the button is still down. Here is a ring that is forgiving and completes exactly once.
Why this works
A shaky hand or a quick glance away should not undo seconds of effort. Letting progress fall slowly rather than vanish forgives small slips while still demanding real commitment, and a one-time flag stops a held button from firing again.
When not to use it
Do not use it for quick, frequent actions such as picking up coins or opening a chest in a fast game, or for people who find holding a button hard. A single press, with a confirm only for risky choices, works better.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- A diagram of every state
- 24 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Make hold-to-open actions fill while held and slowly drain when you let go" (read_entry hold-to-interact-fills-and-drains-without-resetting) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP