mirror of
https://github.com/godotengine/godot-docs.git
synced 2026-01-05 22:09:56 +03:00
Character and typo fixes
This commit is contained in:
@@ -65,7 +65,7 @@ This documentation is organized into several sections:
|
|||||||
engine to make games. It starts with the :ref:`Step by step
|
engine to make games. It starts with the :ref:`Step by step
|
||||||
<toc-learn-step_by_step>` tutorial which should be the entry point for all
|
<toc-learn-step_by_step>` tutorial which should be the entry point for all
|
||||||
new users. **This is the best place to start if you're new!**
|
new users. **This is the best place to start if you're new!**
|
||||||
- The **Manual** can be read or referenced as needed,
|
- The **Manual** can be read or referenced as needed,
|
||||||
in any order. It contains feature-specific tutorials and documentation.
|
in any order. It contains feature-specific tutorials and documentation.
|
||||||
- **Contributing** gives information related to contributing to
|
- **Contributing** gives information related to contributing to
|
||||||
Godot, whether to the core engine, documentation, demos or other parts.
|
Godot, whether to the core engine, documentation, demos or other parts.
|
||||||
|
|||||||
@@ -82,7 +82,7 @@ should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.releas
|
|||||||
$ lipo -create libgodot.ios.debug.arm64.simulator.a libgodot.ios.debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
|
$ lipo -create libgodot.ios.debug.arm64.simulator.a libgodot.ios.debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
|
||||||
|
|
||||||
$ cp libgodot.ios.opt.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
|
$ cp libgodot.ios.opt.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
|
||||||
$ lipo -create libgodot.ios.opt.arm64.simulator.a libgodot.ios.opt.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
|
$ lipo -create libgodot.ios.opt.arm64.simulator.a libgodot.ios.opt.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
|
||||||
|
|
||||||
The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode``
|
The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode``
|
||||||
folder once it has been created.
|
folder once it has been created.
|
||||||
|
|||||||
@@ -10,7 +10,7 @@ documentation as a PDF, EPUB, or LaTeX file, for example.
|
|||||||
Before you get started, make sure that you have:
|
Before you get started, make sure that you have:
|
||||||
|
|
||||||
- `Git <https://git-scm.com/>`_
|
- `Git <https://git-scm.com/>`_
|
||||||
- `make <https://www.gnu.org/software/make/>`_ (unless you’re using Windows)
|
- `make <https://www.gnu.org/software/make/>`_ (unless you're using Windows)
|
||||||
- `Python <https://www.python.org/>`_ 3
|
- `Python <https://www.python.org/>`_ 3
|
||||||
|
|
||||||
.. note:: Python 3 should come with the ``pip3`` command. You may need to write
|
.. note:: Python 3 should come with the ``pip3`` command. You may need to write
|
||||||
|
|||||||
@@ -63,7 +63,7 @@ Editing existing pages
|
|||||||
To edit an existing page, locate its ``.rst`` source file and open it in your
|
To edit an existing page, locate its ``.rst`` source file and open it in your
|
||||||
favorite text editor. You can then commit the changes, push them to your fork,
|
favorite text editor. You can then commit the changes, push them to your fork,
|
||||||
and make a pull request. **Note that the pages in** ``classes/`` **should not be
|
and make a pull request. **Note that the pages in** ``classes/`` **should not be
|
||||||
edited here.** They are automatically generated from Godot’s `XML class
|
edited here.** They are automatically generated from Godot's `XML class
|
||||||
reference <https://github.com/godotengine/godot/tree/master/doc/classes>`__.
|
reference <https://github.com/godotengine/godot/tree/master/doc/classes>`__.
|
||||||
See :ref:`doc_updating_the_class_reference` for details.
|
See :ref:`doc_updating_the_class_reference` for details.
|
||||||
|
|
||||||
@@ -145,7 +145,7 @@ first letter capitalized.
|
|||||||
Sphinx and reStructuredText syntax
|
Sphinx and reStructuredText syntax
|
||||||
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
|
||||||
Check Sphinx’s `reST Primer <https://www.sphinx-doc.org/en/stable/rest.html>`__
|
Check Sphinx's `reST Primer <https://www.sphinx-doc.org/en/stable/rest.html>`__
|
||||||
and the `official reference <https://docutils.sourceforge.net/rst.html>`__ for
|
and the `official reference <https://docutils.sourceforge.net/rst.html>`__ for
|
||||||
details on the syntax.
|
details on the syntax.
|
||||||
|
|
||||||
|
|||||||
@@ -31,7 +31,7 @@ All screenshots should ideally be taken on a 1080p screen. Anything higher
|
|||||||
resolution is adding detail that doesn't make the documentation better and
|
resolution is adding detail that doesn't make the documentation better and
|
||||||
dramatically increases file size. If you're taking screenshots on a higher
|
dramatically increases file size. If you're taking screenshots on a higher
|
||||||
resolution screen the screenshot should be scaled down. There are instructions
|
resolution screen the screenshot should be scaled down. There are instructions
|
||||||
on how to do this later on this page.
|
on how to do this later on this page.
|
||||||
|
|
||||||
Format conversion
|
Format conversion
|
||||||
-----------------
|
-----------------
|
||||||
|
|||||||
@@ -9,29 +9,29 @@ You can pat yourself on the back for having completed your first 3D game with
|
|||||||
Godot.
|
Godot.
|
||||||
|
|
||||||
In this series, we went over a wide range of techniques and editor features.
|
In this series, we went over a wide range of techniques and editor features.
|
||||||
Hopefully, you’ve witnessed how intuitive Godot’s scene system can be and
|
Hopefully, you've witnessed how intuitive Godot's scene system can be and
|
||||||
learned a few tricks you can apply in your projects.
|
learned a few tricks you can apply in your projects.
|
||||||
|
|
||||||
But we just scratched the surface: Godot has a lot more in store for you to save
|
But we just scratched the surface: Godot has a lot more in store for you to save
|
||||||
time creating games. And you can learn all that by browsing the documentation.
|
time creating games. And you can learn all that by browsing the documentation.
|
||||||
|
|
||||||
Where should you begin? Below, you’ll find a few pages to start exploring and
|
Where should you begin? Below, you'll find a few pages to start exploring and
|
||||||
build upon what you’ve learned so far.
|
build upon what you've learned so far.
|
||||||
|
|
||||||
But before that, here’s a link to download a completed version of the project:
|
But before that, here's a link to download a completed version of the project:
|
||||||
`<https://github.com/godotengine/godot-3d-dodge-the-creeps>`_.
|
`<https://github.com/godotengine/godot-3d-dodge-the-creeps>`_.
|
||||||
|
|
||||||
Exploring the manual
|
Exploring the manual
|
||||||
--------------------
|
--------------------
|
||||||
|
|
||||||
The manual is your ally whenever you have a doubt or you’re curious about a
|
The manual is your ally whenever you have a doubt or you're curious about a
|
||||||
feature. It does not contain tutorials about specific game genres or mechanics.
|
feature. It does not contain tutorials about specific game genres or mechanics.
|
||||||
Instead, it explains how Godot works in general. In it, you will find
|
Instead, it explains how Godot works in general. In it, you will find
|
||||||
information about 2D, 3D, physics, rendering and performance, and much more.
|
information about 2D, 3D, physics, rendering and performance, and much more.
|
||||||
|
|
||||||
Here are the sections we recommend you to explore next:
|
Here are the sections we recommend you to explore next:
|
||||||
|
|
||||||
1. Read the :ref:`Scripting section <toc-scripting-core-features>` to learn essential programming features you’ll use
|
1. Read the :ref:`Scripting section <toc-scripting-core-features>` to learn essential programming features you'll use
|
||||||
in every project.
|
in every project.
|
||||||
2. The :ref:`3D <toc-learn-features-3d>` and :ref:`Physics <toc-learn-features-physics>` sections will teach you more about 3D game creation in the
|
2. The :ref:`3D <toc-learn-features-3d>` and :ref:`Physics <toc-learn-features-physics>` sections will teach you more about 3D game creation in the
|
||||||
engine.
|
engine.
|
||||||
@@ -40,5 +40,5 @@ Here are the sections we recommend you to explore next:
|
|||||||
You can start with these or, if you prefer, look at the sidebar menu on the left
|
You can start with these or, if you prefer, look at the sidebar menu on the left
|
||||||
and pick your options.
|
and pick your options.
|
||||||
|
|
||||||
We hope you enjoyed this tutorial series, and we’re looking forward to seeing
|
We hope you enjoyed this tutorial series, and we're looking forward to seeing
|
||||||
what you achieve using Godot.
|
what you achieve using Godot.
|
||||||
|
|||||||
@@ -22,7 +22,7 @@ limits `coupling
|
|||||||
code flexible.
|
code flexible.
|
||||||
|
|
||||||
For example, you might have a life bar on the screen that represents the
|
For example, you might have a life bar on the screen that represents the
|
||||||
player’s health. When the player takes damage or uses a healing potion, you want
|
player's health. When the player takes damage or uses a healing potion, you want
|
||||||
the bar to reflect the change. To do so, in Godot, you would use signals.
|
the bar to reflect the change. To do so, in Godot, you would use signals.
|
||||||
|
|
||||||
.. note:: As mentioned in the introduction, signals are Godot's version of the
|
.. note:: As mentioned in the introduction, signals are Godot's version of the
|
||||||
|
|||||||
@@ -216,7 +216,7 @@ Manually drawing a light occluder
|
|||||||
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
|
||||||
|
|
||||||
Create a LightOccluder2D node, then select the node and click the "+" button at
|
Create a LightOccluder2D node, then select the node and click the "+" button at
|
||||||
the top top of the 2D editor. When asked to create a polygon resource, answer
|
the top of the 2D editor. When asked to create a polygon resource, answer
|
||||||
**Yes**. You can then start drawing an occluder polygon by clicking to create
|
**Yes**. You can then start drawing an occluder polygon by clicking to create
|
||||||
new points. You can remove existing points by right-clicking them, and you can
|
new points. You can remove existing points by right-clicking them, and you can
|
||||||
create new points from the existing line by clicking on the line then dragging.
|
create new points from the existing line by clicking on the line then dragging.
|
||||||
|
|||||||
@@ -95,7 +95,7 @@ note, ``generate_normals()`` only works if the primitive type is set to ``Mesh.P
|
|||||||
You may notice that normal mapping or other material properties look broken on
|
You may notice that normal mapping or other material properties look broken on
|
||||||
the generated mesh. This is because normal mapping **requires** the mesh to
|
the generated mesh. This is because normal mapping **requires** the mesh to
|
||||||
feature *tangents*, which are separate from *normals*. You can either add custom
|
feature *tangents*, which are separate from *normals*. You can either add custom
|
||||||
tangents manually, or generate them automatically with with
|
tangents manually, or generate them automatically with
|
||||||
``generate_tangents()``. This method requires that each vertex have UVs and
|
``generate_tangents()``. This method requires that each vertex have UVs and
|
||||||
normals set already.
|
normals set already.
|
||||||
|
|
||||||
|
|||||||
@@ -86,7 +86,7 @@ at various points, and change their timing.
|
|||||||
Each line in the Animation Panel is an animation track that references a
|
Each line in the Animation Panel is an animation track that references a
|
||||||
Normal or Transform property of a node. Each track stores a path to
|
Normal or Transform property of a node. Each track stores a path to
|
||||||
a node and its affected property. For example, the position track
|
a node and its affected property. For example, the position track
|
||||||
in the illustration refers to to the ``position`` property of the Sprite2D
|
in the illustration refers to the ``position`` property of the Sprite2D
|
||||||
node.
|
node.
|
||||||
|
|
||||||
.. figure:: img/animation_normal_track.png
|
.. figure:: img/animation_normal_track.png
|
||||||
|
|||||||
@@ -34,7 +34,7 @@ Or it can be done stashing the action in ``Dope Sheet``
|
|||||||
|
|
||||||
An NLA track can be ``mute`` or ``unmute``, the exporter will export all
|
An NLA track can be ``mute`` or ``unmute``, the exporter will export all
|
||||||
the ``mute`` NLA track as a separate action, while blends all the ``unmute``
|
the ``mute`` NLA track as a separate action, while blends all the ``unmute``
|
||||||
NLA tracks into every action (including the action action) being exported.
|
NLA tracks into every action (including the action) being exported.
|
||||||
|
|
||||||
.. image:: img/nla_strip.jpg
|
.. image:: img/nla_strip.jpg
|
||||||
|
|
||||||
|
|||||||
@@ -91,7 +91,7 @@ a low-quality speaker or device.
|
|||||||
EQ
|
EQ
|
||||||
~~
|
~~
|
||||||
|
|
||||||
EQ is what all other equalizers inherit from. It can be extended with with Custom
|
EQ is what all other equalizers inherit from. It can be extended with Custom
|
||||||
scripts to create an equalizer with a custom number of bands.
|
scripts to create an equalizer with a custom number of bands.
|
||||||
|
|
||||||
EQ6, EQ10, EQ21
|
EQ6, EQ10, EQ21
|
||||||
|
|||||||
@@ -94,7 +94,7 @@ Query available items
|
|||||||
*********************
|
*********************
|
||||||
|
|
||||||
Once the API has connected, query SKUs using ``querySkuDetails()``. You must successfully complete
|
Once the API has connected, query SKUs using ``querySkuDetails()``. You must successfully complete
|
||||||
a SKU query before before calling the ``purchase()`` or ``queryPurchases()`` functions,
|
a SKU query before calling the ``purchase()`` or ``queryPurchases()`` functions,
|
||||||
or they will return an error. ``querySkuDetails()`` takes two parameters: an array
|
or they will return an error. ``querySkuDetails()`` takes two parameters: an array
|
||||||
of SKU name strings, and a string specifying the type of SKU being queried.
|
of SKU name strings, and a string specifying the type of SKU being queried.
|
||||||
The SKU type string should be ``"inapp"`` for normal in-app purchases or ``"subs"`` for subscriptions.
|
The SKU type string should be ``"inapp"`` for normal in-app purchases or ``"subs"`` for subscriptions.
|
||||||
|
|||||||
@@ -184,7 +184,7 @@ The response event will be a dictionary with the following fields:
|
|||||||
"invalid_ids": [ list of requested IDs that were invalid ],
|
"invalid_ids": [ list of requested IDs that were invalid ],
|
||||||
"ids": [ list of IDs that were valid ],
|
"ids": [ list of IDs that were valid ],
|
||||||
"titles": [ list of valid product titles (corresponds with list of valid IDs) ],
|
"titles": [ list of valid product titles (corresponds with list of valid IDs) ],
|
||||||
"descriptions": [ list of valid product descriptions ] ,
|
"descriptions": [ list of valid product descriptions ],
|
||||||
"prices": [ list of valid product prices ],
|
"prices": [ list of valid product prices ],
|
||||||
"localized_prices": [ list of valid product localized prices ],
|
"localized_prices": [ list of valid product localized prices ],
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -101,7 +101,7 @@ optionally overriding any :js:attr:`EngineConfig` parameters.
|
|||||||
});
|
});
|
||||||
|
|
||||||
This snippet of code automatically loads and initializes the engine before starting the game.
|
This snippet of code automatically loads and initializes the engine before starting the game.
|
||||||
It uses the given configuration to to load the engine. The :js:meth:`engine.startGame <Engine.prototype.startGame>`
|
It uses the given configuration to load the engine. The :js:meth:`engine.startGame <Engine.prototype.startGame>`
|
||||||
method is asynchronous and returns a ``Promise``. This allows your control code to track if
|
method is asynchronous and returns a ``Promise``. This allows your control code to track if
|
||||||
the game was loaded correctly without blocking execution or relying on polling.
|
the game was loaded correctly without blocking execution or relying on polling.
|
||||||
|
|
||||||
|
|||||||
@@ -220,7 +220,7 @@ better troubleshoot it.
|
|||||||
If you are reporting input lag problems, please include a capture made with a
|
If you are reporting input lag problems, please include a capture made with a
|
||||||
high speed camera (such as your phone's slow motion video mode). The capture
|
high speed camera (such as your phone's slow motion video mode). The capture
|
||||||
**must** have both the screen and the input device visible so that the number of
|
**must** have both the screen and the input device visible so that the number of
|
||||||
frames between an input and the on-screen result can can be counted. Also, make
|
frames between an input and the on-screen result can be counted. Also, make
|
||||||
sure to mention your monitor's refresh rate and your input device's polling rate
|
sure to mention your monitor's refresh rate and your input device's polling rate
|
||||||
(especially for mice).
|
(especially for mice).
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user