Handle keyboard and gamepad input.
Usually, you'd prefer to define a method marked with an InputAction enum. This function is preferred for more advanced usage.
This will be called each frame as long as this node has focus, unless an InputAction was triggered first.
True if the input was handled, false if not.
See Implementation
Handle keyboard and gamepad input.
Usually, you'd prefer to define a method marked with an InputAction enum. This function is preferred for more advanced usage.
This will be called each frame as long as this node has focus, unless an InputAction was triggered first.