From 759d95de50a3e0dc5d562e48270d86b4dcd9313a Mon Sep 17 00:00:00 2001 From: Rhys Alexander <54585720+Rhys-Alexander@users.noreply.github.com> Date: Tue, 22 Aug 2023 23:26:43 +0100 Subject: [PATCH] Update interactions-and-controllers.md (#5352) missed 'be' --- docs/introduction/interactions-and-controllers.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/introduction/interactions-and-controllers.md b/docs/introduction/interactions-and-controllers.md index 77d5dd05c11..b4290d6393e 100644 --- a/docs/introduction/interactions-and-controllers.md +++ b/docs/introduction/interactions-and-controllers.md @@ -302,7 +302,7 @@ component by: 'OpenVR'})`. tracked-controls will then connect to the appropriate Gamepad object to provide pose and events for the entity. - Abstracting the events provided by tracked-controls. tracked-controls events are - low-level; it'd difficult for us to tell which buttons were pressed based + low-level; it'd be difficult for us to tell which buttons were pressed based off of those events alone because we'd have to know the button mappings beforehand. Controller components can know the mappings beforehand for their respective controllers and provide more semantic events such as `triggerdown` or `xbuttonup`.