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Clarify deadzone difference for Input.get_vector() in Controllers
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Calinou committed Feb 16, 2021
1 parent db60a7e commit 400b732
Showing 1 changed file with 10 additions and 2 deletions.
12 changes: 10 additions & 2 deletions tutorials/inputs/controllers_gamepads_joysticks.rst
Original file line number Diff line number Diff line change
Expand Up @@ -48,18 +48,26 @@ In Godot 4.0, there are 3 ways to get input in an analog-aware way:
.. code-tab:: gdscript GDScript

# `velocity` will be a Vector2 between `Vector2(-1.0, -1.0)` and `Vector2(1.0, 1.0)`.
# This handles deadzone in a correct way for most use cases.
# The resulting deadzone will have a circular shape as it generally should.
var velocity = Input.get_vector("move_left", "move_right", "move_forward", "move_back")

# The line above is a shorter form of:
# 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)

.. code-tab:: csharp

// `velocity` will be a Vector2 between `Vector2(-1.0, -1.0)` and `Vector2(1.0, 1.0)`.
// This handles deadzone in a correct way for most use cases.
// The resulting deadzone will have a circular shape as it generally should.
Vector2 velocity = Input.GetVector("move_left", "move_right", "move_forward", "move_back");

// The line above is a shorter form of:
// 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);

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