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Merge pull request #5109 from Calinou/gamepads-update-godot-version
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Update Godot version caveats in Controllers, gamepads and joysticks
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akien-mga authored Jul 26, 2021
2 parents 5cfa684 + b5a7873 commit 35ee2de
Showing 1 changed file with 3 additions and 3 deletions.
6 changes: 3 additions & 3 deletions tutorials/inputs/controllers_gamepads_joysticks.rst
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,7 @@ Input actions are explained in detail on the :ref:`doc_inputevent` page.
Which Input singleton method should I use?
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

In Godot 4.0, there are 3 ways to get input in an analog-aware way:
There are 3 ways to get input in an analog-aware way:

- When you have two axes (such as joystick or WASD movement) and want both
axes to behave as a single input, use ``Input.get_vector()``:
Expand Down Expand Up @@ -130,9 +130,9 @@ use ``Input.is_action_pressed()``:
held,``Input.is_action_just_pressed()`` will only return ``true`` for one
frame after the button has been pressed.

In Godot versions before 4.0, such as 3.2, ``Input.get_vector()`` and
In Godot versions before 3.4, such as 3.3, ``Input.get_vector()`` and
``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()``
and ``Input.is_action_pressed()`` are available in Godot 3.2.
and ``Input.is_action_pressed()`` are available in Godot 3.3.

Differences between keyboard/mouse and controller input
-------------------------------------------------------
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