Editing pass (#1874)

* Update faq.rst

* Update c_sharp_basics.rst

* Update external_editor.rst

* Update unity_to_godot.rst

* Update unity_to_godot.rst
This commit is contained in:
Vikram1323
2018-10-22 01:12:47 +05:30
committed by Max Hilbrunner
parent f829772462
commit bb8fa1d842
4 changed files with 13 additions and 13 deletions

View File

@@ -25,7 +25,7 @@ For full details, look at the `COPYRIGHT.txt <https://github.com/godotengine/god
as the `LICENSE.txt <https://github.com/godotengine/godot/blob/master/LICENSE.txt>`_ and `LOGO_LICENSE.txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ files
in the Godot repository.
Also see `the license page on the Godot website <https://godotengine.org/license>`_.
Also, see `the license page on the Godot website <https://godotengine.org/license>`_.
Which platforms are supported by Godot?
---------------------------------------
@@ -80,7 +80,7 @@ discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a
great way to start your troubleshooting.
As for new languages, support is possible via third parties using the GDNative /
NativeScript / PluginScript facilities. (See question about plugins below.)
NativeScript / PluginScript facilities. (See the question about plugins below.)
Work is currently underway, for example, on unofficial bindings for Godot
to `Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://github.com/pragmagic/godot-nim>`_.
@@ -110,7 +110,7 @@ Since Godot is an open-source project, it was imperative from the start to prior
more integrated and seamless experience over attracting additional users by supporting
more familiar programming languages--especially when supporting those more familiar
languages would result in a worse experience. We understand if you would rather use
another language in Godot (see list of supported options above). That being said, if
another language in Godot (see the list of supported options above). That being said, if
you haven't given GDScript a try, try it for **three days**. Just like Godot,
once you see how powerful it is and rapid your development becomes, we think GDScript
will grow on you.
@@ -225,7 +225,7 @@ For extending Godot, like creating Godot Editor plugins or adding support
for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>`
and tool scripts.
Also see the official blog posts on these topics:
Also, see the official blog posts on these topics:
* `A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_
* `GDNative is here! <https://godotengine.org/article/dlscript-here>`_