diff --git a/tutorials/inputs/controllers_gamepads_joysticks.rst b/tutorials/inputs/controllers_gamepads_joysticks.rst
index b50f801a6..53588f16e 100644
--- a/tutorials/inputs/controllers_gamepads_joysticks.rst
+++ b/tutorials/inputs/controllers_gamepads_joysticks.rst
@@ -57,8 +57,10 @@ There are 3 ways to get input in an analog-aware way:
# The line below is similar to `get_vector()`, except that it handles
# the deadzone in a less optimal way. The resulting deadzone will have
# a square-ish shape when it should ideally have a circular shape.
- var velocity = Vector2(Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
- Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")).clamped(1)
+ var velocity = Vector2(
+ Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
+ Input.get_action_strength("move_back") - Input.get_action_strength("move_forward")
+ ).limit_length(1.0)
.. code-tab:: csharp
@@ -70,8 +72,10 @@ There are 3 ways to get input in an analog-aware way:
// The line below is similar to `get_vector()`, except that it handles
// the deadzone in a less optimal way. The resulting deadzone will have
// a square-ish shape when it should ideally have a circular shape.
- Vector2 velocity = new Vector2(Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left"),
- Input.GetActionStrength("move_back") - Input.GetActionStrength("move_forward")).Clamped(1);
+ Vector2 velocity = new Vector2(
+ Input.GetActionStrength("move_right") - Input.GetActionStrength("move_left"),
+ Input.GetActionStrength("move_back") - Input.GetActionStrength("move_forward")
+ ).LimitLength(1.0);
- When you have one axis that can go both ways (such as a throttle on a
flight stick), or when you want to handle separate axes individually,
@@ -208,6 +212,71 @@ If you want controller buttons to send echo events, you will have to generate
at regular intervals. This can be accomplished
with the help of a :ref:`class_Timer` node.
+Window focus
+^^^^^^^^^^^^
+
+Unlike keyboard input, controller inputs can be seen by **all** windows on the
+operating system, including unfocused windows.
+
+While this is useful for
+`third-party split screen functionality `__,
+it can also have adverse effects. Players may accidentally send controller inputs
+to the running project while interacting with another window.
+
+If you wish to ignore events when the project window isn't focused, you will
+need to create an :ref:`autoload ` called ``Focus``
+with the following script and use it to check all your inputs:
+
+::
+
+ # Focus.gd
+ extends Node
+
+ var focused := true
+
+ func _notification(what: int) -> void:
+ match what:
+ NOTIFICATION_APPLICATION_FOCUS_OUT:
+ focused = false
+ NOTIFICATION_APPLICATION_FOCUS_IN:
+ focused = true
+
+
+ func input_is_action_pressed(action: StringName) -> bool:
+ if focused:
+ return Input.is_action_pressed(action)
+
+ return false
+
+
+ func event_is_action_pressed(event: InputEvent, action: StringName) -> bool:
+ if focused:
+ return Input.is_action_pressed(action)
+
+ return false
+
+Then, instead of using ``Input.is_action_pressed(action)``, use
+``Focus.input_is_action_pressed(action)`` where ``action`` is the name of
+the input action. Also, instead of using ``event.is_action_pressed(action)``,
+use ``Focus.event_is_action_pressed(event, action)`` where ``event`` is an
+InputEvent reference ``action`` is the name of the input action.
+
+Power saving prevention
+^^^^^^^^^^^^^^^^^^^^^^^
+
+Unlike keyboard and mouse input, controller inputs do **not** inhibit sleep and
+power saving measures (such as turning off the screen after a certain amount of
+time has passed).
+
+To combat this, Godot enables power saving prevention by default when a project
+is running. If you notice the system is turning off its display when playing
+with a gamepad, check the value of **Display > Window > Energy Saving > Keep Screen On**
+in the Project Settings.
+
+On Linux, power saving prevention requires the engine to be able to use D-Bus.
+Check whether D-Bus is installed and reachable if running the project within a
+Flatpak, as sandboxing restrictions may make this impossible by default.
+
Troubleshooting
---------------
@@ -273,10 +342,15 @@ My controller works on a given platform, but not on another platform.
Linux
~~~~~
-Prior to Godot 3.3, official Godot binaries were compiled with udev support
-but self-compiled binaries were compiled *without* udev support unless
-``udev=yes`` was passed on the SCons command line. This made controller
-hotplugging support unavailable in self-compiled binaries.
+If you're using a self-compiled engine binary, make sure it was compiled with
+udev support. This is enabled by default, but it is possible to disable udev
+support by specifying ``udev=no`` on the SCons command line. If you're using an
+engine binary supplied by a Linux distribution, double-check whether it was
+compiled with udev support.
+
+Controllers can still work without udev support, but it is less reliable as
+regular polling must be used to check for controllers being connected or
+disconnected during gameplay (hotplugging).
HTML5
~~~~~
@@ -285,7 +359,3 @@ HTML5 controller support is often less reliable compared to "native" platforms.
The quality of controller support tends to vary wildly across browsers. As a
result, you may have to instruct your players to use a different browser if they
can't get their controller to work.
-
-Also, note that
-`controller support was significantly improved `__
-in Godot 3.3 and later.