diff --git a/community/contributing/building_the_manual.rst b/community/contributing/building_the_manual.rst index a5e016448..77779b26a 100644 --- a/community/contributing/building_the_manual.rst +++ b/community/contributing/building_the_manual.rst @@ -35,7 +35,7 @@ folder of this repository with the following command: .. code:: sh - # On Linux and MacOS + # On Linux and macOS make html # On Windows, you need to execute the ``make.bat`` file instead. diff --git a/getting_started/first_3d_game/01.game_setup.rst b/getting_started/first_3d_game/01.game_setup.rst index 87681b376..9f19cd021 100644 --- a/getting_started/first_3d_game/01.game_setup.rst +++ b/getting_started/first_3d_game/01.game_setup.rst @@ -41,11 +41,11 @@ Setting up the playable area We're going to create our main scene with a plain *Node* as its root. In the *Scene* dock, click the *Add Node* button represented by a "+" icon in the top-left and double-click on *Node*. Name the node "Main". Alternatively, to add -a node to the scene, you can press :kbd:`Ctrl + a` (or :kbd:`Cmd + a` on MacOS). +a node to the scene, you can press :kbd:`Ctrl + a` (or :kbd:`Cmd + a` on macOS). |image5| -Save the scene as ``Main.tscn`` by pressing :kbd:`Ctrl + s` (:kbd:`Cmd + s` on MacOS). +Save the scene as ``Main.tscn`` by pressing :kbd:`Ctrl + s` (:kbd:`Cmd + s` on macOS). We'll start by adding a floor that'll prevent the characters from falling. To create static colliders like the floor, walls, or ceilings, you can use @@ -105,7 +105,7 @@ You should see a wide grey slab that covers the grid and blue and red axes in the viewport. We're going to move the ground down so we can see the floor grid. Select the -*Ground* node, hold the :kbd:`Ctrl` key down to turn on grid snapping (:kbd:`Cmd` on MacOS), +*Ground* node, hold the :kbd:`Ctrl` key down to turn on grid snapping (:kbd:`Cmd` on macOS), and click and drag down on the Y axis. It's the green arrow in the move gizmo. |image13| diff --git a/getting_started/first_3d_game/03.player_movement_code.rst b/getting_started/first_3d_game/03.player_movement_code.rst index 4519bf044..b50e809ac 100644 --- a/getting_started/first_3d_game/03.player_movement_code.rst +++ b/getting_started/first_3d_game/03.player_movement_code.rst @@ -361,7 +361,7 @@ Let's first split the 3D view to be able to freely navigate the scene and see what the camera sees. In the toolbar right above the viewport, click on *View*, then *2 Viewports*. -You can also press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on MacOS). +You can also press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS). |image5| diff --git a/getting_started/first_3d_game/05.spawning_mobs.rst b/getting_started/first_3d_game/05.spawning_mobs.rst index 223055f57..1821a304e 100644 --- a/getting_started/first_3d_game/05.spawning_mobs.rst +++ b/getting_started/first_3d_game/05.spawning_mobs.rst @@ -35,7 +35,7 @@ a path, we won't see it from the camera preview. To find the view's limits, we can use some placeholder meshes. Your viewport should still be split into two parts, with the camera preview at the bottom. If -that isn't the case, press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on MacOS) to split the view into two. +that isn't the case, press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS) to split the view into two. Select the *Camera* node and click the *Preview* checkbox in the bottom viewport. @@ -76,7 +76,7 @@ corner. |image9| We're going to create copies of the mesh and place them around the game area. -Press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on MacOS) to duplicate the node. You can also right-click +Press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to duplicate the node. You can also right-click the node in the *Scene* dock and select *Duplicate*. Move the copy down along the blue Z axis until it's right outside the camera's preview.