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Clarify joypad features being supported on iOS
This PR clarifies that the advanced joypad features (LED, motion sensors, etc) are now supported on iOS as well.
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tutorials/inputs/controller_features.rst

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@@ -9,7 +9,7 @@ and how you can get started with them in Godot.
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.. warning::
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These controller features are currently only supported on Windows, macOS, and Linux.
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These controller features are currently only supported on Windows, macOS, iOS, and Linux.
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.. warning::

tutorials/inputs/controllers_gamepads_joysticks.rst

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@@ -13,11 +13,12 @@ Controllers are supported on Windows, macOS, Linux, Android, iOS, and Web.
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supported controllers and their behavior should closely match what is available
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in other games and engines using SDL 3. Note that SDL is only used for input,
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not for windowing or sound.
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Since Godot 4.7, SDL 3 is also used for controller support on iOS.
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Prior to Godot 4.5, the engine used its own controller support code.
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This can cause certain controllers to behave incorrectly.
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This custom code is still used to support controllers on Android, iOS,
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and Web, so it may result in issues appearing only on those platforms.
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This custom code is still used to support controllers on Android and Web,
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so it may result in issues appearing only on those platforms.
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Note that more specialized devices such as steering wheels, rudder pedals and
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`HOTAS <https://en.wikipedia.org/wiki/HOTAS>`__ are less tested and may not
@@ -363,8 +364,8 @@ Controllers can still work without udev support, but it is less reliable as
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regular polling must be used to check for controllers being connected or
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disconnected during gameplay (hotplugging).
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Android/iOS
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^^^^^^^^^^^
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Android
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^^^^^^^
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As described at the top of the page, controller support on mobile platforms relies
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on a custom implementation instead of using SDL for input. This means controller

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