|
@@ -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()``:
|
|
@@ -122,9 +122,9 @@ use ``Input.is_action_pressed()``:
|
|
|
// `jumping` will be a boolean with a value of `true` or `false`.
|
|
|
bool jumping = Input.IsActionPressed("jump");
|
|
|
|
|
|
-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
|
|
|
-------------------------------------------------------
|