#Main Menu Assistance
5 messages · Page 1 of 1 (latest)
you could use InputEvent https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html
Godot Engine documentation
What is it?: Managing input is usually complex, no matter the OS or platform. To ease this a little, a special built-in type is provided, InputEvent. This datatype can be configured to contain seve...
This is kind of helpful, but not really. This just tells me how to implement a specific key, I want it to be any key. It doesn't say anything about that.
just don't check what key it is.
func _unhandled_input(event):
if event is InputEventKey:
if event.pressed:
get_tree().quit()
So since there is get_tree().quit() I'm going to assume there still needs to be a button?