diff --git a/sections/unity.typ b/sections/unity.typ
index 391c9c0c7891d27367cc059f159c6e832fdd8d22..3934a99421cd6188ae81e3b612a580a705bc2a8e 100644
--- a/sections/unity.typ
+++ b/sections/unity.typ
@@ -69,7 +69,7 @@ The simple way is shown by #link("https://docs.unity3d.com/Packages/com.unity.in
 You create an `*.inputactions` file with actions that are then mapped to `On<actionname>` methods.
 This works if you have only one input device per local game instance.
 However, it is unsuited if you want to allow a multiplayer mode by connecting multiple gamepads to the same PC.
-In that case you need the to handle InputEvents, that know what device triggered them.
+In that case you need the to handle InputEvents that know what device triggered them.
 
 The complex way, used in that case, is to register handlers for events in `UnityEngine.InputSystem.InputSystem`.
 #figure(```cs