mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-04 14:11:02 +03:00
Merge pull request #4649 from Calinou/controllers-add-is-action-just-pressed
Mention `Input.is_action_just_pressed()` on the Controllers page
This commit is contained in:
@@ -121,6 +121,15 @@ use ``Input.is_action_pressed()``:
|
||||
// `jumping` will be a boolean with a value of `true` or `false`.
|
||||
bool jumping = Input.IsActionPressed("jump");
|
||||
|
||||
.. note::
|
||||
|
||||
If you need to know whether an input was *just* pressed in the previous
|
||||
frame, use ``Input.is_action_just_pressed()`` instead of
|
||||
``Input.is_action_pressed()``. Unlike ``Input.is_action_pressed()`` which
|
||||
returns ``true`` as long as the input is
|
||||
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
|
||||
``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()``
|
||||
and ``Input.is_action_pressed()`` are available in Godot 3.2.
|
||||
|
||||
Reference in New Issue
Block a user