diff --git a/tutorials/2d/2d_meshes.rst b/tutorials/2d/2d_meshes.rst index 31c5d474d..c7f28564a 100644 --- a/tutorials/2d/2d_meshes.rst +++ b/tutorials/2d/2d_meshes.rst @@ -49,6 +49,6 @@ The default values are good enough for many cases, but you can change growth and .. image:: img/mesh2d4.png -Finally, push the ``Convert 2D Mesh`` button and your Sprite2D will be replaced: +Finally, push the :button:`Convert 2D Mesh` button and your Sprite2D will be replaced: .. image:: img/mesh2d5.png diff --git a/tutorials/3d/particles/collision.rst b/tutorials/3d/particles/collision.rst index 83170e991..d58750e51 100644 --- a/tutorials/3d/particles/collision.rst +++ b/tutorials/3d/particles/collision.rst @@ -143,7 +143,7 @@ performance overhead is larger compared to height fields, so they're best suited To create an SDF collision node, add a new child node to your scene and select ``GPUParticlesCollisionSDF3D`` from the list of available nodes. SDF collision nodes have to be baked in order to have any effect on particles -in the level. To do that, click the ``Bake SDF`` button in the viewport toolbar +in the level. To do that, click the :button:`Bake SDF` button in the viewport toolbar while the SDF collision node is selected and choose a directory to store the baked data. Since SDF collision needs to be baked in the editor, it's static and cannot change at runtime. diff --git a/tutorials/animation/2d_skeletons.rst b/tutorials/animation/2d_skeletons.rst index d9831b4bf..d12f17b92 100644 --- a/tutorials/animation/2d_skeletons.rst +++ b/tutorials/animation/2d_skeletons.rst @@ -144,7 +144,7 @@ Keep going and build the whole skeleton: You will notice that all bones raise a warning about a missing rest pose. A rest pose is the default pose for a skeleton, you can come back to it anytime you want (which is very handy for animating). To set one click on the *skeleton* node in -the scene tree, then click on the ``Skeleton2D`` button in the toolbar, and select +the scene tree, then click on the :button:`Skeleton2D` button in the toolbar, and select ``Overwrite Rest Pose`` from the dropdown menu. .. image:: img/skel2d14.webp diff --git a/tutorials/plugins/editor/making_plugins.rst b/tutorials/plugins/editor/making_plugins.rst index 364eaa71f..d2ba0e3c9 100644 --- a/tutorials/plugins/editor/making_plugins.rst +++ b/tutorials/plugins/editor/making_plugins.rst @@ -32,7 +32,7 @@ placing them where they need to be. In the main toolbar, click the ``Project`` dropdown. Then click ``Project Settings...``. Go to the ``Plugins`` tab and then click -on the ``Create New Plugin`` button in the top-right. +on the :button:`Create New Plugin` button in the top-right. You will see the dialog appear, like so: diff --git a/tutorials/xr/basic_xr_locomotion.rst b/tutorials/xr/basic_xr_locomotion.rst index dbcd28927..8aa7bd5df 100644 --- a/tutorials/xr/basic_xr_locomotion.rst +++ b/tutorials/xr/basic_xr_locomotion.rst @@ -13,7 +13,7 @@ Because XR supports roomscale tracking you can't simply add your XR setup to a : You will run into trouble when the user moves around their physical space and is no longer standing in the center of their room. Godot XR Tools embeds the needed logic into a helper node called ``PlayerBody``. -Select your :ref:`XROrigin3D ` node and click on the ``instantiate Child Scene`` button to add a child scene. +Select your :ref:`XROrigin3D ` node and click on the :button:`Instantiate Child Scene` button to add a child scene. Select ``addons/godot-xr-tools/player/player_body.tscn`` and add this node. Adding a floor diff --git a/tutorials/xr/xr_action_map.rst b/tutorials/xr/xr_action_map.rst index 2d74e3cd3..14d4a9293 100644 --- a/tutorials/xr/xr_action_map.rst +++ b/tutorials/xr/xr_action_map.rst @@ -122,7 +122,7 @@ a single action set and to not over-engineer things. For our walkthrough in this document we will thus create a single action set called ``my_first_action_set``. -We do this by pressing the ``Add action set`` button: +We do this by pressing the :button:`Add action set` button: .. image:: img/xr_my_first_action_set.webp @@ -516,7 +516,7 @@ through the modifier button on the right side of the interaction profile editor. .. image:: img/openxr_ip_binding_modifier.webp -You can add a new modifier by pressing the ``Add binding modifier`` button. +You can add a new modifier by pressing the :button:`Add binding modifier` button. .. warning:: As Godot doesn't know which controllers and runtimes support a modifier, @@ -583,7 +583,7 @@ the binding modifier button next to action attached to an input: .. image:: img/openxr_action_binding_modifier.webp -You can add a new modifier by pressing the ``Add binding modifier`` button. +You can add a new modifier by pressing the :button:`Add binding modifier` button. .. warning:: As Godot doesn't know which inputs on each runtime support a modifier,