Document that Button doesn't interpret touch input (= no multitouch)
TouchScreenButton should be used for gameplay actions instead.
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[/codeblocks]
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Buttons (like all Control nodes) can also be created in the editor, but some situations may require creating them from code.
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See also [BaseButton] which contains common properties and methods associated with this node.
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[b]Note:[/b] Buttons do not interpret touch input and therefore don't support multitouch, since mouse emulation can only press one button at a given time. Use [TouchScreenButton] for buttons that trigger gameplay movement or actions, as [TouchScreenButton] supports multitouch.
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</description>
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<tutorials>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/515</link>
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Button for touch screen devices for gameplay use.
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</brief_description>
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<description>
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TouchScreenButton allows you to create on-screen buttons for touch devices. It's intended for gameplay use, such as a unit you have to touch to move.
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TouchScreenButton allows you to create on-screen buttons for touch devices. It's intended for gameplay use, such as a unit you have to touch to move. Unlike [Button], TouchScreenButton supports multitouch out of the box. Several TouchScreenButtons can be pressed at the same time with touch input.
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This node inherits from [Node2D]. Unlike with [Control] nodes, you cannot set anchors on it. If you want to create menus or user interfaces, you may want to use [Button] nodes instead. To make button nodes react to touch events, you can enable the Emulate Mouse option in the Project Settings.
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You can configure TouchScreenButton to be visible only on touch devices, helping you develop your game both for desktop and mobile devices.
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</description>
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