From 6e3881b06aed0bce8a2829af9eb13e18ff14f290 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Wed, 1 Feb 2023 16:01:54 +0100 Subject: [PATCH] Fix default deadzone value in Controllers, gamepads and joysticks (#6701) --- tutorials/inputs/controllers_gamepads_joysticks.rst | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/tutorials/inputs/controllers_gamepads_joysticks.rst b/tutorials/inputs/controllers_gamepads_joysticks.rst index 441dcbd76..6c8f052cf 100644 --- a/tutorials/inputs/controllers_gamepads_joysticks.rst +++ b/tutorials/inputs/controllers_gamepads_joysticks.rst @@ -188,11 +188,11 @@ all input whose strength is lower than ``0.2``. An ideal dead zone value is high enough to ignore the input caused by joystick drifting, but is low enough to not ignore actual input from the player. -Godot features a built-in dead zone system to tackle this problem. The default -value is ``0.2``, but you can increase it or decrease it on a per-action basis -in the Project Settings' Input Map tab. -For ``Input.get_vector()``, the deadzone can be specified, or otherwise it -will calculate the average deadzone value from all of the actions in the vector. +Godot features a built-in deadzone system to tackle this problem. The default +value is ``0.5``, but you can adjust it on a per-action basis in the Project +Settings' Input Map tab. For ``Input.get_vector()``, the deadzone can be +specified as an optional 5th parameter. If not specified, it will calculate the +average deadzone value from all of the actions in the vector. "Echo" events ^^^^^^^^^^^^^