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Link to Getting Started Input tutorial from Input examples page (#10200)
* Link to Getting Started Input tutorial from Input examples page --------- Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Hugo Locurcio
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@@ -84,6 +84,8 @@ Save the scene as ``player.tscn``
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With the nodes ready, we can almost get coding. But first, we need to define
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With the nodes ready, we can almost get coding. But first, we need to define
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some input actions.
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some input actions.
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.. _doc_first_3d_game_input_actions:
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Creating input actions
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Creating input actions
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----------------------
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----------------------
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@@ -194,10 +194,10 @@ There are several specialized types of InputEvent, described in the table below:
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| | as feedback. (more on this below) |
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| | as feedback. (more on this below) |
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+-------------------------------------------------------------------+-----------------------------------------+
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+-------------------------------------------------------------------+-----------------------------------------+
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Actions
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Input actions
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-------
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-------------
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Actions are a grouping of zero or more InputEvents into a commonly
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Input actions are a grouping of zero or more InputEvents into a commonly
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understood title (for example, the default "ui_left" action grouping both joypad-left input and a keyboard's left arrow key). They are not required to represent an
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understood title (for example, the default "ui_left" action grouping both joypad-left input and a keyboard's left arrow key). They are not required to represent an
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InputEvent but are useful because they abstract various inputs when
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InputEvent but are useful because they abstract various inputs when
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programming the game logic.
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programming the game logic.
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@@ -239,6 +239,12 @@ The Input singleton has a method for this:
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// Feedback.
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// Feedback.
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Input.ParseInputEvent(ev);
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Input.ParseInputEvent(ev);
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.. seealso::
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See :ref:`doc_first_3d_game_input_actions` for a tutorial on adding input
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actions in the project settings.
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InputMap
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InputMap
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--------
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--------
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