diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index 0f8367906a9..44b0aeb1078 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -32,7 +32,7 @@
- The node's parent forwards input events to this method. Use it to process and accept inputs on UI elements. See [method accept_event].
+ Use this method to process and accept inputs on UI elements. See [method accept_event].
Replaces Godot 2's [code]_input_event[/code].
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 46112d75855..74f1cc69547 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -44,7 +44,7 @@
- Called when there is an input event. The input event propagates through the node tree until a node consumes it.
+ Called when there is an input event. The input event propagates up through the node tree until a node consumes it.
It is only called if input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_input].
To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
For gameplay input, [method _unhandled_input] and [method _unhandled_key_input] are usually a better fit as they allow the GUI to intercept the events first.
@@ -87,7 +87,7 @@
- Propagated to all nodes when the previous [InputEvent] is not consumed by any nodes.
+ Called when an [InputEvent] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
It is only called if unhandled input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_input].
To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
For gameplay input, this and [method _unhandled_key_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.
@@ -99,7 +99,7 @@
- Propagated to all nodes when the previous [InputEventKey] is not consumed by any nodes.
+ Called when an [InputEventKey] hasn't been consumed by [method _input] or any GUI. The input event propagates up through the node tree until a node consumes it.
It is only called if unhandled key input processing is enabled, which is done automatically if this method is overridden, and can be toggled with [method set_process_unhandled_key_input].
To consume the input event and stop it propagating further to other nodes, [method SceneTree.set_input_as_handled] can be called.
For gameplay input, this and [method _unhandled_input] are usually a better fit than [method _input] as they allow the GUI to intercept the events first.