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First look at editor's interface iteration
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.. _doc_intro_to_the_editor_interface:
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First look at Godot's editor
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============================
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First look at Godot's interface
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===============================
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This page will give you a brief overview of Godot's interface. We're going to
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look at the different main screens and docks to help you situate yourself.
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.. seealso:: For a comprehensive breakdown of the editor's interface and how to
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use it, see the :ref:`Editor manual <toc-learn-editor>`.
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use it, see the :ref:`Editor manual <doc_editor_introduction>`.
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The Project Manager
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-------------------
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When you launch Godot, the first window you see is the Project Manager. In the
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default tab **Local Projects**, you can manage existing projects, import or create new
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default tab **Projects**, you can manage existing projects, import or create new
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ones, and more.
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.. image:: img/editor_intro_project_manager.webp
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At the top of the window, there is another tab named "Asset Library Projects". The first
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time you go to this tab you'll see a "Go Online" button. For privacy reasons the Godot
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At the top of the window, there is another tab named **Asset Library**. The first
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time you go to this tab you'll see a "Go Online" button. For privacy reasons, the Godot
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project manager does not access the internet by default. To change this click
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the "Go Online button", if you want to change your network mode back to "offline" you
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can do so from the project manager settings.
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the "Go Online" button. You can change this option later in the settings.
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Once your network mode is set to "online" you can search for demo projects in the open
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source asset library, which includes many projects developed by the community.
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Once your network mode is set to "online", you can search for demo projects in the open
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source asset library, which includes many projects developed by the community:
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.. image:: img/editor_intro_project_templates.webp
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The Project Manager's settings can be opened using the **Settings** menu:
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.. image:: img/editor_intro_settings.webp
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From here, you can change the editor's language (default is the system language), interface theme, display
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scale, network mode, and also the directory naming convention.
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.. seealso:: To learn the Project Manager's ins and outs, read
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:ref:`doc_project_manager`.
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.. image:: img/editor_intro_project_templates.webp
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You can also change the editor's language by going into the settings menu.
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.. image:: img/editor_intro_settings.webp
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From here use the language drop down menu to select your language. By default, it is in
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English (EN).
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.. image:: img/editor_intro_language.webp
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First look at Godot's editor
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----------------------------
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When you open a new or an existing project, the editor's interface appears.
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Let's look at its main areas.
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Let's look at its main areas:
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.. image:: img/editor_intro_editor_empty.webp
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By default, it features **menus**, **main screens**, and playtest buttons along
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the window's top edge.
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By default, along the window's top edge, it features **main menu** on the left, **workspace** switching
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buttons in the center (active workspace is highlighted), and **playtest** buttons on the right:
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.. image:: img/editor_intro_top_menus.webp
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In the center is the **viewport** with its **toolbar** at the top, where you'll
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find tools to move, scale, or lock the scene's nodes.
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Just below the workspace buttons, the opened :ref:`scenes <doc_key_concepts_overview_scenes>`
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as tabs are seen. The plus (+) button right next to the tabs will add a new scene to the project.
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With the button on the far right, distraction-free mode can be toggled, which maximizes or restores
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the **viewport**'s size by hiding **docks** in the interface:
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.. image:: img/editor_intro_scene_selector.webp
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In the center, below the scene selector is the **viewport** with its **toolbar** at the top, where you'll
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find different tools to move, scale, or lock the scene's nodes (currently the 3D workspace is active):
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.. image:: img/editor_intro_3d_viewport.webp
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This toolbar changes based on the context and selected node. Here is the 2D toolbar:
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.. image:: img/editor_intro_toolbar_2d.webp
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Below is the 3D one:
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.. image:: img/editor_intro_toolbar_3d.webp
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.. seealso:: To learn more on workspaces, read :ref:`doc_intro_to_the_editor_interface_four_screens`.
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.. seealso:: To learn more on the 3D viewport and 3D in general, read :ref:`doc_introduction_to_3d`.
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On either side of the viewport sit the **docks**. And at the bottom of the
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window lies the **bottom panel**.
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The toolbar changes based on the context and selected node. Here is the 2D toolbar.
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.. image:: img/editor_intro_toolbar_2d.webp
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Below is the 3D one.
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.. image:: img/editor_intro_toolbar_3d.webp
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Let's look at the docks. The **FileSystem** dock lists your project files, including
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scripts, images, audio samples, and more.
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scripts, images, audio samples, and more:
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.. image:: img/editor_intro_filesystem_dock.webp
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The **Scene** dock lists the active scene's nodes.
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The **Scene** dock lists the active scene's nodes:
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.. image:: img/editor_intro_scene_dock.webp
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The **Inspector** allows you to edit the properties of a selected node.
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The **Inspector** allows you to edit the properties of a selected node:
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.. image:: img/editor_intro_inspector_dock.webp
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.. seealso:: To read more on inspector, see :ref:`doc_editor_inspector_dock`.
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.. seealso:: Docks can be customized. Read more on :ref:`doc_customizing_editor_moving_docks`.
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The **bottom panel**, situated below the viewport, is the host for the debug
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console, the animation editor, the audio mixer, and more. They can take precious
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space, that's why they're folded by default.
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space, that's why they're folded by default:
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.. image:: img/editor_intro_bottom_panels.webp
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When you click on one, it expands vertically. Below, you can see the animation editor opened.
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When you click on one, it expands vertically. Below, you can see the animation editor opened:
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.. image:: img/editor_intro_bottom_panel_animation.webp
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Bottom panels can also be shown or hidden using the shortcuts defined in
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**Editor Settings > Shortcuts**, under the **Bottom Panels** category.
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.. _doc_intro_to_the_editor_interface_four_screens:
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The four main screens
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---------------------
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There are four main screen buttons centered at the top of the editor:
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2D, 3D, Script, and AssetLib.
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2D, 3D, Script, and Asset Library.
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You'll use the **2D screen** for all types of games. In addition to 2D games,
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the 2D screen is where you'll build your interfaces.
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@@ -115,11 +133,6 @@ In the **3D screen**, you can work with meshes, lights, and design levels for
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.. image:: img/editor_intro_workspace_3d.webp
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Notice the perspective button under the toolbar. Clicking on it opens a list of
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options related to the 3D view.
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.. image:: img/editor_intro_3d_viewport_perspective.webp
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.. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D
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main screen**.
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@@ -128,7 +141,7 @@ auto-completion, and built-in code reference.
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.. image:: img/editor_intro_workspace_script.webp
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Finally, the **AssetLib** is a library of free and open source add-ons, scripts,
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Finally, the **Asset Library** is a library of free and open source add-ons, scripts,
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and assets to use in your projects.
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.. image:: img/editor_intro_workspace_assetlib.webp
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@@ -144,11 +157,12 @@ Godot comes with a built-in class reference.
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You can search for information about a class, method, property, constant, or
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signal by any one of the following methods:
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* Pressing :kbd:`F1` (or :kbd:`Opt + Space` on macOS, or :kbd:`fn + F1` for laptops with a :kbd:`fn` key) anywhere in the editor.
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* Pressing :kbd:`F1` (or :kbd:`Opt + Space` on macOS, or :kbd:`Fn + F1` for laptops
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with a :kbd:`Fn` key) anywhere in the editor.
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* Clicking the "Search Help" button in the top-right of the Script main screen.
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* Clicking on the Help menu and Search Help.
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* :kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function name, or built-in variable in the script editor.
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* :kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function name,
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or built-in variable in the script editor.
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.. image:: img/editor_intro_search_help_button.webp
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@@ -160,3 +174,11 @@ also use it to browse available objects and methods.
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Double-click on an item to open the corresponding page in the script main screen.
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.. image:: img/editor_intro_help_class_animated_sprite.webp
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Alternatively,
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* Clicking while pressing the :kbd:`Ctrl` key on a class name, function name,
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or built-in variable in the script editor.
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* Right-clicking on nodes and choosing **Open Documentation** or choosing **Lookup Symbol**
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for elements in script editor will directly open their documentation.
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@@ -16,6 +16,8 @@ These are the four concepts you will learn here. We're going to look at them
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briefly to give you a sense of how the engine works. In the getting started
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series, you will get to use them in practice.
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.. _doc_key_concepts_overview_scenes:
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Scenes
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------
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