mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-03 05:48:42 +03:00
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:
@@ -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
|
||||
-------------------------------------------------------
|
||||
|
||||
Reference in New Issue
Block a user