diff --git a/content/en-us/input/gamepad.md b/content/en-us/input/gamepad.md index 5e800c112..764dd9e03 100644 --- a/content/en-us/input/gamepad.md +++ b/content/en-us/input/gamepad.md @@ -30,11 +30,11 @@ You can check for connected gamepads via `Class.UserInputService.GamepadConnecte local UserInputService = game:GetService("UserInputService") UserInputService.GamepadConnected:Connect(function(gamepad) - print("User has connected controller: " .. tostring(gamepad)) + print("User has connected controller:", tostring(gamepad)) end) UserInputService.GamepadDisconnected:Connect(function(gamepad) - print("User has disconnected controller: " .. tostring(gamepad)) + print("User has disconnected controller:", tostring(gamepad)) end) ``` diff --git a/content/en-us/input/mouse-and-keyboard.md b/content/en-us/input/mouse-and-keyboard.md index 4d4ea8225..c6ff8419e 100644 --- a/content/en-us/input/mouse-and-keyboard.md +++ b/content/en-us/input/mouse-and-keyboard.md @@ -50,7 +50,7 @@ local function onInputEnded(inputObject, processedEvent) -- Next, check that the input was a keyboard event if inputObject.UserInputType == Enum.UserInputType.Keyboard then - print("A key was released: " .. inputObject.KeyCode.Name) + print("A key was released:", inputObject.KeyCode.Name) end end