Update Godot version caveats in Controllers, gamepads and joysticks

`Input.get_vector()` and `Input.get_axis()` were backported to the
`3.x` branch.
This commit is contained in:
Hugo Locurcio
2021-07-24 06:29:12 +02:00
parent 8471a3438c
commit b5a7873b42

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@@ -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
-------------------------------------------------------