diff --git a/tutorials/inputs/controllers_gamepads_joysticks.rst b/tutorials/inputs/controllers_gamepads_joysticks.rst index 3c17dd79211..8e40c9d9ea1 100644 --- a/tutorials/inputs/controllers_gamepads_joysticks.rst +++ b/tutorials/inputs/controllers_gamepads_joysticks.rst @@ -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()``: @@ -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 -------------------------------------------------------