Merge pull request #4302 from NathanLovato/content/getting-started
Rewrite of the getting started introduction
@@ -50,8 +50,7 @@ if you need a quick writeup about Godot Engine.
|
||||
Freedom Conservancy <https://sfconservancy.org>`_ not-for-profit.
|
||||
|
||||
For a more in-depth view of the engine, you are encouraged to read this
|
||||
documentation further, especially the :ref:`Step by step
|
||||
<toc-learn-step_by_step>` tutorial.
|
||||
documentation further, especially the :ref:`Getting Started <sec-learn>` series.
|
||||
|
||||
About the documentation
|
||||
-----------------------
|
||||
|
||||
157
getting_started/introduction/first_look_at_the_editor.rst
Normal file
@@ -0,0 +1,157 @@
|
||||
.. This page is only here to introduce the interface to the user broadly. To
|
||||
cover individual areas in greater detail, write the corresponding pages in
|
||||
the most appropriate section, and link them. E.g. the animation editor goes
|
||||
to the animation section. General pages, for instance, about the project
|
||||
manager, should go in the editor manual.
|
||||
|
||||
.. _doc_intro_to_the_editor_interface:
|
||||
|
||||
First look at Godot's editor
|
||||
============================
|
||||
|
||||
This page will give you a brief overview of Godot's interface. We're going to
|
||||
look at the different main screens and docks to help you situate yourself.
|
||||
|
||||
.. seealso:: For a comprehensive breakdown of the editor's interface and how to
|
||||
use it, see the :ref:`Editor manual <toc-learn-editor>`.
|
||||
|
||||
The Project manager
|
||||
-------------------
|
||||
|
||||
When you launch Godot, the first window you see is the Project Manager. In the
|
||||
default tab, "Projects," you can manage existing projects, import or create new
|
||||
ones, and more.
|
||||
|
||||
.. image:: img/editor_intro_project_manager.png
|
||||
|
||||
At the top of the window, there is another tab named "Templates". You can search
|
||||
for demo projects in the open-source asset library, which includes many projects
|
||||
developed by the community.
|
||||
|
||||
.. seealso:: To learn the project manager's ins and outs, read
|
||||
:ref:`doc_project_manager`.
|
||||
|
||||
.. image:: img/editor_intro_project_templates.png
|
||||
|
||||
You can also change the editor's language using the drop-down menu to the right
|
||||
of the engine's version in the window's top-right corner. By default, it is in
|
||||
English (EN).
|
||||
|
||||
.. image:: img/editor_intro_language.png
|
||||
|
||||
First look at Godot's editor
|
||||
----------------------------
|
||||
|
||||
When you open a new or an existing project, the editor's interface appears.
|
||||
Let's look at its main areas.
|
||||
|
||||
.. image:: img/editor_intro_editor_empty.png
|
||||
|
||||
By default, it features **menus**, **main screens**, and playtest buttons along
|
||||
the window's top edge.
|
||||
|
||||
.. image:: img/editor_intro_top_menus.png
|
||||
|
||||
In the center is the **viewport** with its **toolbar** at the top, where you'll
|
||||
find tools to move, scale, or lock the scene's nodes.
|
||||
|
||||
.. image:: img/editor_intro_3d_viewport.png
|
||||
|
||||
On either side of the viewport sit the **docks**. And at the bottom of the
|
||||
window lies the **bottom panel**.
|
||||
|
||||
The toolbar changes based on the context and selected node. Here is the 2D toolbar.
|
||||
|
||||
.. image:: img/editor_intro_toolbar_2d.png
|
||||
|
||||
Below is the 3D one.
|
||||
|
||||
.. image:: img/editor_intro_toolbar_3d.png
|
||||
|
||||
Let's look at the docks. The **FileSystem** dock lists your project files, be it
|
||||
scripts, images, audio samples, and more.
|
||||
|
||||
.. image:: img/editor_intro_filesystem_dock.png
|
||||
|
||||
The **Scene** dock lists the active scene's nodes.
|
||||
|
||||
.. image:: img/editor_intro_scene_dock.png
|
||||
|
||||
The **Inspector** allows you to edit the properties of a selected node.
|
||||
|
||||
.. image:: img/editor_intro_inspector_dock.png
|
||||
|
||||
The **bottom panel**, situated below the viewport, is the host for the debug
|
||||
console, the animation editor, the audio mixer, and more. They can take precious
|
||||
space, that's why they're folded by default.
|
||||
|
||||
.. image:: img/editor_intro_bottom_panels.png
|
||||
|
||||
When you click on one, it expands vertically. Below, you can see the animation editor opened.
|
||||
|
||||
.. image:: img/editor_intro_bottom_panel_animation.png
|
||||
|
||||
The four main screens
|
||||
---------------------
|
||||
|
||||
There are four main screen buttons centered at the top of the editor:
|
||||
2D, 3D, Script, and AssetLib.
|
||||
|
||||
You'll use the **2D screen** for all types of games. In addition to 2D games,
|
||||
the 2D screen is where you'll build your interfaces. Press :kbd:`F1` (or
|
||||
:kbd:`Alt + 1` on macOS) to access it.
|
||||
|
||||
.. image:: img/editor_intro_workspace_2d.png
|
||||
|
||||
In the **3D screen**, you can work with meshes, lights, and design levels for
|
||||
3D games. Press :kbd:`F2` (:kbd:`Alt + 2` on macOS) to access it.
|
||||
|
||||
.. image:: img/editor_intro_workspace_3d.png
|
||||
|
||||
Notice the perspective button under the toolbar. Clicking on it opens a list of
|
||||
options related to the 3D view.
|
||||
|
||||
.. image:: img/editor_intro_3d_viewport_perspective.png
|
||||
|
||||
.. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D
|
||||
main screen**.
|
||||
|
||||
The **Script screen** is a complete code editor with a debugger, rich
|
||||
auto-completion, and built-in code reference. Press :kbd:`F3` (:kbd:`Alt + 3`
|
||||
on macOS) to access it.
|
||||
|
||||
.. image:: img/editor_intro_workspace_script.png
|
||||
|
||||
Finally, the **AssetLib** is a library of free and open-source add-ons, scripts,
|
||||
and assets to use in your projects.
|
||||
|
||||
.. image:: img/editor_intro_workspace_assetlib.png
|
||||
|
||||
.. seealso:: You can learn more about the asset library in
|
||||
:ref:`doc_what_is_assetlib`.
|
||||
|
||||
Integrated class reference
|
||||
--------------------------
|
||||
|
||||
Godot comes with a built-in class reference.
|
||||
|
||||
You can search for information about a class, method, property, constant, or
|
||||
signal by:
|
||||
|
||||
1. Pressing :kbd:`Shift + F1` anywhere in the editor.
|
||||
2. Clicking the "Search Help" button in the top-right of the Script main screen.
|
||||
3. Clicking on the Help menu and Search.
|
||||
4. Clicking while pressing the :kbd:`Ctrl` key on a class name,
|
||||
function name, or built-in variable in the script editor.
|
||||
|
||||
|
||||
.. image:: img/editor_intro_search_help_button.png
|
||||
|
||||
When you do any of these, a window pops up. Type to search for any item. You can
|
||||
also use it to browse available objects and methods.
|
||||
|
||||
.. image:: img/editor_intro_search_help.png
|
||||
|
||||
Double-click on an item to open the corresponding page in the script main screen.
|
||||
|
||||
.. image:: img/editor_intro_help_class_animated_sprite.png
|
||||
BIN
getting_started/introduction/img/editor_intro_3d_viewport.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
|
After Width: | Height: | Size: 4.1 KiB |
|
After Width: | Height: | Size: 5.9 KiB |
BIN
getting_started/introduction/img/editor_intro_bottom_panels.png
Normal file
|
After Width: | Height: | Size: 1.5 KiB |
BIN
getting_started/introduction/img/editor_intro_editor_empty.png
Normal file
|
After Width: | Height: | Size: 35 KiB |
|
After Width: | Height: | Size: 3.3 KiB |
|
After Width: | Height: | Size: 28 KiB |
BIN
getting_started/introduction/img/editor_intro_inspector_dock.png
Normal file
|
After Width: | Height: | Size: 4.5 KiB |
BIN
getting_started/introduction/img/editor_intro_language.png
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
|
After Width: | Height: | Size: 36 KiB |
|
After Width: | Height: | Size: 20 KiB |
BIN
getting_started/introduction/img/editor_intro_scene_dock.png
Normal file
|
After Width: | Height: | Size: 3.8 KiB |
BIN
getting_started/introduction/img/editor_intro_search_help.png
Normal file
|
After Width: | Height: | Size: 13 KiB |
|
After Width: | Height: | Size: 5.7 KiB |
BIN
getting_started/introduction/img/editor_intro_toolbar_2d.png
Normal file
|
After Width: | Height: | Size: 1.5 KiB |
BIN
getting_started/introduction/img/editor_intro_toolbar_3d.png
Normal file
|
After Width: | Height: | Size: 1.6 KiB |
BIN
getting_started/introduction/img/editor_intro_top_menus.png
Normal file
|
After Width: | Height: | Size: 2.7 KiB |
BIN
getting_started/introduction/img/editor_intro_workspace_2d.png
Normal file
|
After Width: | Height: | Size: 158 KiB |
BIN
getting_started/introduction/img/editor_intro_workspace_3d.png
Normal file
|
After Width: | Height: | Size: 72 KiB |
|
After Width: | Height: | Size: 28 KiB |
|
After Width: | Height: | Size: 44 KiB |
BIN
getting_started/introduction/img/introduction_editor.png
Normal file
|
After Width: | Height: | Size: 98 KiB |
BIN
getting_started/introduction/img/introduction_ex_zodiac.png
Normal file
|
After Width: | Height: | Size: 32 KiB |
BIN
getting_started/introduction/img/introduction_helms_of_fury.jpg
Normal file
|
After Width: | Height: | Size: 26 KiB |
BIN
getting_started/introduction/img/introduction_rpg_in_a_box.png
Normal file
|
After Width: | Height: | Size: 103 KiB |
BIN
getting_started/introduction/img/introduction_vscode.png
Normal file
|
After Width: | Height: | Size: 68 KiB |
|
After Width: | Height: | Size: 5.1 KiB |
BIN
getting_started/introduction/img/key_concepts_main_menu.png
Normal file
|
After Width: | Height: | Size: 44 KiB |
BIN
getting_started/introduction/img/key_concepts_node_menu.png
Normal file
|
After Width: | Height: | Size: 8.4 KiB |
BIN
getting_started/introduction/img/key_concepts_scene_example.png
Normal file
|
After Width: | Height: | Size: 25 KiB |
BIN
getting_started/introduction/img/key_concepts_scene_tree.png
Normal file
|
After Width: | Height: | Size: 6.3 KiB |
BIN
getting_started/introduction/img/key_concepts_signals.png
Normal file
|
After Width: | Height: | Size: 6.3 KiB |
@@ -1,3 +1,7 @@
|
||||
.. Intention: provide the necessary information to make the most of the getting
|
||||
started series, answering questions like "do I want to learn Godot?", "how
|
||||
does it look and feel?", "how does it work?", and "how do I best learn it?".
|
||||
|
||||
Introduction
|
||||
============
|
||||
|
||||
@@ -5,12 +9,15 @@ This series will introduce you to Godot and give you an overview of its
|
||||
features.
|
||||
|
||||
In the following pages, you will get answers to questions such as "Is Godot for
|
||||
me?" or "What can I do with Godot?". We will then run you through the editor's
|
||||
interface, introduce the engine's most essential concepts, and give you tips to
|
||||
me?" or "What can I do with Godot?". We will then introduce the engine's most
|
||||
essential concepts, run you through the editor's interface, and give you tips to
|
||||
make the most of your time learning it.
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-learn-introduction
|
||||
|
||||
introduction_to_godot
|
||||
key_concepts_overview
|
||||
first_look_at_the_editor
|
||||
learning_new_features
|
||||
|
||||
126
getting_started/introduction/introduction_to_godot.rst
Normal file
@@ -0,0 +1,126 @@
|
||||
Introduction to Godot
|
||||
=====================
|
||||
|
||||
This article is here to help you figure out whether Godot might be a good fit
|
||||
for you. We will introduce some broad features of the engine to give you a feel
|
||||
for what you can achieve with it and answer questions such as "what do I need to
|
||||
know to get started?".
|
||||
|
||||
This is by no means an exhaustive overview. We will introduce many more features
|
||||
in this getting started series.
|
||||
|
||||
What is Godot?
|
||||
--------------
|
||||
|
||||
Godot is a general-purpose 2D and 3D game engine designed to support all sorts
|
||||
of projects. You can use it to create games or applications you can then release
|
||||
on desktop or mobile, as well as on the web.
|
||||
|
||||
You can also create console games with it, although you either need strong
|
||||
programming skills or a developer to port the game for you.
|
||||
|
||||
.. note:: The Godot team can't provide an open-source console export due to the
|
||||
licensing terms imposed by console manufacturers. Regardless of the
|
||||
engine you use, though, releasing games on consoles is always a lot of
|
||||
work. You can read more on that here: :ref:`doc_consoles`.
|
||||
|
||||
What can the engine do?
|
||||
-----------------------
|
||||
|
||||
Godot was initially developed in-house by an Argentinan game studio. Its
|
||||
development started in 2001, and the engine was rewritten and improved
|
||||
tremendously since its open-source release in 2014.
|
||||
|
||||
Some examples of games created with Godot include Ex-Zodiac and Helms of Fury.
|
||||
|
||||
.. image:: img/introduction_ex_zodiac.png
|
||||
|
||||
.. image:: img/introduction_helms_of_fury.jpg
|
||||
|
||||
As for applications, the open-source pixel art drawing program Pixelorama is
|
||||
powered by Godot, and so is the voxel RPG creator RPG in a box.
|
||||
|
||||
.. image:: img/introduction_rpg_in_a_box.png
|
||||
|
||||
You can find many more examples in the official showcase videos:
|
||||
|
||||
- `April 2020 desktop and console showcase`_
|
||||
- `April 2020 mobile showcase`_
|
||||
|
||||
How does it work and look?
|
||||
--------------------------
|
||||
|
||||
Godot comes with a fully-fledged game editor with integrated tools to answer the
|
||||
most common needs. It includes a code editor, an animation editor, a tilemap
|
||||
editor, a shader editor, a debugger, a profiler, and more.
|
||||
|
||||
.. image:: img/introduction_editor.png
|
||||
|
||||
The team strives to offer a feature-rich game editor with a consistent user
|
||||
experience. While there is always room for improvement, the user interface keeps
|
||||
getting refined.
|
||||
|
||||
Of course, if you prefer, you can work with external programs. We officially
|
||||
support importing 3D scenes designed in Blender_ and maintain plugins to code in
|
||||
VSCode_ and Emacs_ for GDScript and C#. We also support Visual Studio for C# on
|
||||
Windows.
|
||||
|
||||
.. image:: img/introduction_vscode.png
|
||||
|
||||
Programming languages
|
||||
---------------------
|
||||
|
||||
Let's talk about the available programming languages.
|
||||
|
||||
You can code your games using :ref:`GDScript <toc-learn-scripting-gdscript>`, a
|
||||
Godot-specific and tightly integrated language with a lightweight syntax, or
|
||||
:ref:`C# <toc-learn-scripting-C#>`, which is popular in the games industry.
|
||||
These are the two main scripting languages we support.
|
||||
|
||||
Godot also supports a node-based visual programming language named
|
||||
:ref:`VisualScript <toc-learn-scripting-visual_script>`.
|
||||
|
||||
With the :ref:`GDNative <toc-tutorials-gdnative>` technology, you can also write
|
||||
gameplay or high-performance algorithms in C or C++ without recompiling the
|
||||
engine. You can use this technology to integrate third-party libraries and other
|
||||
Software Development Kits (SDK) in the engine.
|
||||
|
||||
Of course, you can also directly add modules and features to the engine, as it's
|
||||
completely free and open-source.
|
||||
|
||||
.. seealso:: These are the five officially supported programming languages. The
|
||||
community maintains support for many more. For more information,
|
||||
see :ref:`GDNative third-party bindings
|
||||
<doc_what_is_gdnative_third_party_bindings>`.
|
||||
|
||||
What do I need to know to use Godot?
|
||||
------------------------------------
|
||||
|
||||
Godot is a feature-packed game engine. With its thousands of features, there is
|
||||
a lot to learn. To make the most of it, you need good programming foundations.
|
||||
While we try to make the engine accessible, you will benefit a lot from knowing
|
||||
how to think like a programmer first.
|
||||
|
||||
Godot relies on the object-oriented programming paradigm. Being comfortable with
|
||||
concepts such as classes and objects will help you code efficiently in it.
|
||||
|
||||
If you are entirely new to programming, we recommend following the `CS50 open
|
||||
courseware`_ from Harvard University. It's a great free course that will teach
|
||||
you everything you need to know to be off to a good start. It will save you
|
||||
countless hours and hurdles learning any game engine afterward.
|
||||
|
||||
.. note:: In CS50, you will learn multiple programming languages. Don't be
|
||||
afraid of that: programming languages have many similarities. The
|
||||
skills you learn with one language transfer well to others.
|
||||
|
||||
We will provide you with more Godot-specific learning resources in
|
||||
:ref:`doc_learning_new_features`.
|
||||
|
||||
In the next part, you will get an overview of the engine's essential concepts.
|
||||
|
||||
.. _Blender: https://www.blender.org/
|
||||
.. _VSCode: https://github.com/godotengine/godot-vscode-plugin
|
||||
.. _Emacs: https://github.com/godotengine/emacs-gdscript-mode
|
||||
.. _April 2020 desktop and console showcase: https://youtu.be/UEDEIksGEjQ
|
||||
.. _April 2020 mobile showcase: https://youtu.be/AIapugketbs
|
||||
.. _CS50 open courseware: https://cs50.harvard.edu/x/2020/
|
||||
100
getting_started/introduction/key_concepts_overview.rst
Normal file
@@ -0,0 +1,100 @@
|
||||
.. Intention: introduce only a handful of key concepts and avoid a big cognitive
|
||||
load. Readers will then be reminded of the concepts further in the getting
|
||||
started series, reinforcing their learning.
|
||||
|
||||
.. _doc_key_concepts_overview:
|
||||
|
||||
Overview of Godot's key concepts
|
||||
================================
|
||||
|
||||
Every game engine revolves around abstractions you use to build your
|
||||
applications. In Godot, a game is a **tree** of **nodes** that you group
|
||||
together into **scenes**. You can then wire these nodes so they can communicate
|
||||
using **signals**.
|
||||
|
||||
These are the four concepts you will learn here. We're going to look at them
|
||||
briefly to give you a sense of how the engine works. In the getting started
|
||||
series, you will get to use them in practice.
|
||||
|
||||
Scenes
|
||||
------
|
||||
|
||||
In Godot, you break down your game in reusable scenes. A scene like a character,
|
||||
a weapon, a menu in the user interface, a single house, an entire level, or
|
||||
anything you can think of. Godot's scenes are flexible; they fill the role of
|
||||
both prefabs and scenes in some other game engines.
|
||||
|
||||
.. image:: img/key_concepts_main_menu.png
|
||||
|
||||
You can also nest scenes. For example, you can put your character in a level,
|
||||
and drag and drop a scene as a child of it.
|
||||
|
||||
.. image:: img/key_concepts_scene_example.png
|
||||
|
||||
Nodes
|
||||
-----
|
||||
|
||||
A scene is composed of one or more **nodes**. Nodes are your game's smallest
|
||||
building block that you arrange into trees. Here's an example of a character's
|
||||
nodes.
|
||||
|
||||
.. image:: img/key_concepts_character_nodes.png
|
||||
|
||||
It is made of a ``KinematicBody2D`` node named "Character", a ``Sprite2D``, a
|
||||
``Camera2D``, and a ``CollisionShape2D``.
|
||||
|
||||
.. note:: The node names end with "2D" because this is a 2D scene. Their 3D
|
||||
counterpart have names that end with "3D".
|
||||
|
||||
Notice how nodes and scenes look the same in the editor. When you save a tree of
|
||||
nodes as a scene, it then shows as a single node, with its internal structure
|
||||
hidden in the editor.
|
||||
|
||||
Godot provides an extensive library of base node types you can combine and
|
||||
extend to build more powerful ones. 2D, 3D, or user interface, you will do most
|
||||
things with these nodes.
|
||||
|
||||
.. image:: img/key_concepts_node_menu.png
|
||||
|
||||
The scene tree
|
||||
--------------
|
||||
|
||||
All your game's scenes come together in the **scene tree**, literally a tree of
|
||||
scenes. And as scenes are trees of nodes, the scene tree also is a tree of
|
||||
nodes. But it's easier to think of your game in terms of scenes as they can
|
||||
represent characters, weapons, doors, or your user interface.
|
||||
|
||||
.. image:: img/key_concepts_scene_tree.png
|
||||
|
||||
Signals
|
||||
-------
|
||||
|
||||
Nodes emit signals when some event occurred. This feature allows you to make
|
||||
nodes communicate without hard-wiring them in code. It gives you a lot of
|
||||
flexibility in how you structure your scenes.
|
||||
|
||||
.. image:: img/key_concepts_signals.png
|
||||
|
||||
.. note:: Signals are Godot's version of the *observer* pattern. You can read
|
||||
more about the observer pattern here:
|
||||
https://gameprogrammingpatterns.com/observer.html
|
||||
|
||||
For example, buttons emit a signal when pressed. You can connect to this signal
|
||||
to run code in reaction to this event, like starting the game or opening a menu.
|
||||
|
||||
Other built-in signals can tell you when two objects collided, when a character
|
||||
or monster entered a given area, and much more. You can also define new signals
|
||||
tailored to your game.
|
||||
|
||||
Summary
|
||||
-------
|
||||
|
||||
Nodes, scenes, the scene tree, and signals are four core concepts in Godot that
|
||||
you will manipulate all the time.
|
||||
|
||||
Nodes are your game's smallest building block. You combine them to create scenes
|
||||
that you then combine and nest into the scene tree. You can then use signals to
|
||||
make nodes react to events in other nodes or different scene tree branches.
|
||||
|
||||
After this short breakdown, you probably have many questions. Bear with us as
|
||||
you will get many answers throughout the getting started series.
|
||||
@@ -1,3 +1,7 @@
|
||||
.. Keep this page short and sweet! We want users to read it to the end, so they
|
||||
know where to find information, how to get help, and how to maximize chances
|
||||
of getting answers.
|
||||
|
||||
.. _doc_learning_new_features:
|
||||
|
||||
Learning new features
|
||||
|
||||
|
Before Width: | Height: | Size: 4.6 KiB |
|
Before Width: | Height: | Size: 10 KiB |
|
Before Width: | Height: | Size: 6.1 KiB |
|
Before Width: | Height: | Size: 7.2 KiB |
|
Before Width: | Height: | Size: 80 KiB |
|
Before Width: | Height: | Size: 251 KiB |
|
Before Width: | Height: | Size: 187 KiB |
|
Before Width: | Height: | Size: 41 KiB |
|
Before Width: | Height: | Size: 60 KiB |
|
Before Width: | Height: | Size: 62 KiB |
|
Before Width: | Height: | Size: 20 KiB |
|
Before Width: | Height: | Size: 43 KiB |
@@ -5,7 +5,6 @@ Step by step
|
||||
:maxdepth: 1
|
||||
:name: toc-learn-step_by_step
|
||||
|
||||
intro_to_the_editor_interface
|
||||
scenes_and_nodes
|
||||
instancing
|
||||
instancing_continued
|
||||
|
||||
@@ -1,184 +0,0 @@
|
||||
.. _doc_intro_to_the_editor_interface:
|
||||
|
||||
Introduction to Godot's editor
|
||||
==============================
|
||||
|
||||
This tutorial will run you through Godot's interface. We're going to
|
||||
look at the **Project Manager, docks, workspaces** and everything you
|
||||
need to know to get started with the engine.
|
||||
|
||||
You can `download Godot Engine here <https://godotengine.org/download/>`_.
|
||||
|
||||
Project manager
|
||||
---------------
|
||||
|
||||
When you launch Godot, the first window you'll see is the Project
|
||||
Manager. Since you have no projects there will be a popup asking if you
|
||||
want to open the asset library, just click cancel, we'll look at it later.
|
||||
|
||||
.. image:: img/project_manager_first_open.png
|
||||
|
||||
Now you should see the project manager. It lets you create, remove, import
|
||||
or play game projects.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_01.png
|
||||
|
||||
In the top-right corner you'll find a drop-down menu to change the
|
||||
editor's language.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_02.png
|
||||
|
||||
From the **Templates** tab you can download open source project templates and
|
||||
demos from the Asset Library to help you get started faster. Just select the
|
||||
template or demo you want, click download, once it's finished downloading click
|
||||
install and choose where you want the project to go. You can learn more about
|
||||
it in :ref:`doc_what_is_assetlib`.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_03.png
|
||||
|
||||
Create or import a project
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
To create a new project, click the ``New Project`` button on the right. Here
|
||||
you give it a name, choose an empty folder on your computer to save it to,
|
||||
and choose a renderer.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_04.png
|
||||
|
||||
Click the Browse button to open Godot's file browser and pick a location
|
||||
or type the folder's path in the Project Path field.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_05.png
|
||||
|
||||
When you see the green tick on the right, it means the engine detects an
|
||||
empty folder. You can also click the ``Create Folder`` button next to your
|
||||
project name and an empty folder will be created with that name for the project.
|
||||
|
||||
Finally, you need to choose which renderer to use (OpenGL ES 3.0 or OpenGL
|
||||
ES 2.0). The advantages and disadvantages of each are listed to help you choose,
|
||||
and you can refer to :ref:`doc_gles2_gles3_differences` for more details. Note
|
||||
that you can change the backend from the project settings if you change your mind
|
||||
later on. For this tutorial either backend is fine.
|
||||
|
||||
Once you are done click ``Create & Edit``. Godot will create
|
||||
the project for you and open it in the editor.
|
||||
|
||||
The next time you open the project manager, you'll see your new project in the
|
||||
list. Double click on it to open it in the editor.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_06.png
|
||||
|
||||
You can import existing projects in a similar way, using the Import
|
||||
button. Locate the folder that contains the project or the
|
||||
``project.godot`` file to import and edit it.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_08.png
|
||||
|
||||
When the folder path is correct, you'll see a green checkmark.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_09.png
|
||||
|
||||
Your first look at Godot's editor
|
||||
---------------------------------
|
||||
|
||||
Welcome to Godot! With your project open, you should see the editor's interface
|
||||
with menus along the top of the interface and docks along the far extremes of
|
||||
the interface on either side of the viewport.
|
||||
|
||||
.. image:: img/editor_ui_intro_editor_interface_overview.png
|
||||
|
||||
At the top, from left to right, you can see the **main menus**, the
|
||||
**workspaces**, and the **playtest buttons**.
|
||||
|
||||
The **FileSystem dock** is where you'll manage your project files and assets.
|
||||
|
||||
.. image:: img/editor_ui_intro_dock_filesystem.png
|
||||
|
||||
The **Scene dock** lists the active scene's content and the **Inspector**
|
||||
allows for the management of the properties of a scene's content.
|
||||
|
||||
.. image:: img/editor_ui_intro_dock_inspector.png
|
||||
|
||||
In the center, you have the **Toolbar** at the top, where you'll find
|
||||
tools to move, scale or lock your scene's objects. It changes as you
|
||||
jump to different workspaces.
|
||||
|
||||
.. image:: img/editor_ui_intro_editor_02_toolbar.png
|
||||
|
||||
The **Bottom Panel** is the host for the debug console, the animation
|
||||
editor, the audio mixer… They are wide and can take precious space.
|
||||
That's why they're folded by default.
|
||||
|
||||
.. image:: img/editor_ui_intro_editor_03_animation_player.png
|
||||
|
||||
The workspaces
|
||||
--------------
|
||||
|
||||
You can see four workspace buttons at the top: 2D, 3D, Script and
|
||||
AssetLib.
|
||||
|
||||
You'll use the **2D workspace** for all types of games. In addition to 2D games,
|
||||
the 2D workspace is where you'll build your interfaces. Press :kbd:`F1`
|
||||
(or :kbd:`Alt + 1` on macOS) to access it.
|
||||
|
||||
.. image:: img/editor_ui_intro_editor_04_2d_workspace.png
|
||||
|
||||
In the **3D workspace**, you can work with meshes, lights, and design
|
||||
levels for 3D games. Press :kbd:`F2` (or :kbd:`Alt + 2` on macOS) to access it.
|
||||
|
||||
.. image:: img/editor_ui_intro_editor_05_3d_workspace.png
|
||||
|
||||
Notice the perspective button under the toolbar, it opens a list of options
|
||||
related to the 3D viewport.
|
||||
|
||||
.. image:: img/editor_ui_intro_editor_06_3d_workspace.png
|
||||
|
||||
.. note:: Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**.
|
||||
|
||||
The **Script** workspace is a complete code editor with a debugger, rich
|
||||
auto-completion, and built-in code reference. Press :kbd:`F3` (or :kbd:`Alt + 3` on macOS)
|
||||
to access it, and :kbd:`Shift + F1` to search the reference.
|
||||
|
||||
.. image:: img/editor_ui_intro_editor_06_script_workspace_expanded.png
|
||||
|
||||
To search for information about a class, method, property, constant, or signal
|
||||
in the engine while you are writing a script, press the "Search Help" button at
|
||||
the top right of the Script workspace.
|
||||
|
||||
.. image:: img/editor_ui_intro_script_search_documentation.png
|
||||
|
||||
A new window will pop up. Search for the item that you want to find information
|
||||
about.
|
||||
|
||||
.. image:: img/editor_ui_intro_script_search_help_window.png
|
||||
|
||||
Click on the item you are looking for and press open. The documentation for the
|
||||
item will be displayed in the script workspace.
|
||||
|
||||
.. image:: img/editor_ui_intro_script_class_documentation.png
|
||||
|
||||
Finally, the **AssetLib** is a library of free and open source add-ons, scripts
|
||||
and assets to use in your projects.
|
||||
|
||||
Modify the interface
|
||||
--------------------
|
||||
|
||||
Godot's interface lives in a single window. You cannot split it across
|
||||
multiple screens although you can work with an external code editor like
|
||||
Atom or Visual Studio Code for instance.
|
||||
|
||||
Move and resize docks
|
||||
~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Click and drag on the edge of any dock or panel to resize it
|
||||
horizontally or vertically.
|
||||
|
||||
.. image:: img/editor_ui_intro_editor_07.png
|
||||
|
||||
Click the three-dotted icon at the top of any dock to change its
|
||||
location.
|
||||
|
||||
.. image:: img/editor_ui_intro_editor_08.png
|
||||
|
||||
Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look
|
||||
and feel of the editor.
|
||||
29
tutorials/editor/customizing_editor.rst
Normal file
@@ -0,0 +1,29 @@
|
||||
.. _doc_customizing_editor:
|
||||
|
||||
Customizing the interface
|
||||
=========================
|
||||
|
||||
Godot's interface lives in a single window. You cannot split it across multiple
|
||||
screens although you can work with an external code editor like Atom or Visual
|
||||
Studio Code for instance.
|
||||
|
||||
Moving and resizing docks
|
||||
~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Click and drag on the edge of any dock or panel to resize it horizontally or
|
||||
vertically.
|
||||
|
||||
.. image:: img/editor_ui_intro_editor_07.png
|
||||
|
||||
Click the three-dotted icon at the top of any dock to change its location.
|
||||
|
||||
.. image:: img/editor_ui_intro_editor_08.png
|
||||
|
||||
Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and feel
|
||||
of the editor.
|
||||
|
||||
.. This page lacks information about:
|
||||
|
||||
- Useful editor settings or sections of the settings window that are
|
||||
relevant to customizing the interface.
|
||||
- Layouts
|
||||
|
Before Width: | Height: | Size: 826 B After Width: | Height: | Size: 826 B |
|
Before Width: | Height: | Size: 4.4 KiB After Width: | Height: | Size: 4.4 KiB |
|
Before Width: | Height: | Size: 7.3 KiB After Width: | Height: | Size: 7.3 KiB |
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
|
Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 29 KiB |
|
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 12 KiB |
@@ -2,14 +2,34 @@ Editor manual
|
||||
=============
|
||||
|
||||
In this section, we cover the Godot editor in general, from its interface to
|
||||
using it with the command line. We cover some specific editors' interface in
|
||||
other sections where appropriate. For example, the :ref:`animation editor
|
||||
using it with the command line.
|
||||
|
||||
The editor's interface
|
||||
----------------------
|
||||
|
||||
The following pages explain how to use the various windows, workspaces, and
|
||||
docks that make up the Godot editor. We cover some specific editors' interface
|
||||
in other sections where appropriate. For example, the :ref:`animation editor
|
||||
<doc_introduction_animation>`.
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-editor-interface
|
||||
|
||||
project_manager
|
||||
default_key_mapping
|
||||
customizing_editor
|
||||
|
||||
For developers
|
||||
--------------
|
||||
|
||||
The articles below focus on features for developers, like calling Godot from the
|
||||
command lines and using an external text editor such as Visual Studio Code or
|
||||
Emacs.
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-learn-editor
|
||||
|
||||
command_line_tutorial
|
||||
external_editor
|
||||
default_key_mapping
|
||||
|
||||
75
tutorials/editor/project_manager.rst
Normal file
@@ -0,0 +1,75 @@
|
||||
.. _doc_project_manager:
|
||||
|
||||
Using the Project manager
|
||||
=========================
|
||||
|
||||
When you launch Godot, the first window you see is the Project Manager. It lets
|
||||
you create, remove, import, or play game projects.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_01.png
|
||||
|
||||
In the window's top-right corner, a drop-down menu allows you to change the
|
||||
editor's language.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_02.png
|
||||
|
||||
Creating and importing projects
|
||||
-------------------------------
|
||||
|
||||
To create a new project:
|
||||
|
||||
1. Click the ``New Project`` button on the right of the window.
|
||||
2. Give the project a name, choose an empty folder on your computer to save the
|
||||
files, and select a rendering backend.
|
||||
3. Click the Create & Edit button.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_04.png
|
||||
|
||||
.. seealso:: For more information about rendering backends, see
|
||||
:ref:`doc_gles2_gles3_differences`.
|
||||
|
||||
Using the file browser
|
||||
~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
Click the Browse button to open Godot's file browser and pick a location or type
|
||||
the folder's path in the Project Path field.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_05.png
|
||||
|
||||
When you see the green tick on the right, it means the engine detects an empty
|
||||
folder. You can also click the ``Create Folder`` button to create an empty
|
||||
folder based on your project's name.
|
||||
|
||||
Opening and importing projects
|
||||
------------------------------
|
||||
|
||||
The next time you open the project manager, you'll see your new project in the
|
||||
list. Double click on it to open it in the editor.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_06.png
|
||||
|
||||
You can similarly import existing projects using the Import button. Locate the
|
||||
folder that contains the project or the ``project.godot`` file to import and
|
||||
edit it.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_08.png
|
||||
|
||||
When the folder path is correct, you'll see a green checkmark.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_09.png
|
||||
|
||||
Downloading demos and templates
|
||||
-------------------------------
|
||||
|
||||
From the **Templates** tab you can download open source project templates and
|
||||
demos from the :ref:`Asset Library <doc_what_is_assetlib>` to help you get
|
||||
started faster.
|
||||
|
||||
To download a demo or template:
|
||||
|
||||
1. Click on its title.
|
||||
2. On the page that opens, click the download button.
|
||||
3. Once it finished downloading, click install and choose where you want to save
|
||||
the project.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_03.png
|
||||