diff --git a/tutorials/inputs/inputevent.rst b/tutorials/inputs/inputevent.rst index e9c81d238..a60f07738 100644 --- a/tutorials/inputs/inputevent.rst +++ b/tutorials/inputs/inputevent.rst @@ -95,8 +95,8 @@ received input, in order: If any function consumes the event, it can call :ref:`SceneTree.set_input_as_handled() `, and the event will not spread any more. The unhandled input callback is ideal for full-screen gameplay events, so they are not received when a GUI is active. 4. If no one wanted the event so far, and a :ref:`Camera ` is assigned - to the Viewport, a ray to the physics world (in the ray direction from - the click) will be cast. If this ray hits an object, it will call the + to the Viewport with :ref:`Object Picking ` turned on, a ray to the physics world (in the ray direction from + the click) will be cast. (For the root viewport, this can also be enabled in :ref:`Project Settings `) If this ray hits an object, it will call the :ref:`CollisionObject._input_event() ` function in the relevant physics object (bodies receive this callback by default, but areas do not. This can be configured through :ref:`Area ` properties).