@@ -43,7 +43,7 @@ Finally, when a node is freed with :ref:`Object.free<class_Object_method_free>`
|
||||
Tutorials
|
||||
---------
|
||||
|
||||
- :doc:`../getting_started/step_by_step/scenes_and_nodes`
|
||||
- :doc:`../getting_started/step_by_step/nodes_and_scenes`
|
||||
|
||||
Properties
|
||||
----------
|
||||
|
||||
@@ -171,8 +171,8 @@ translating.
|
||||
a page that you want to translate, and then translate all the strings with the
|
||||
same source string location while comparing with the online version of that
|
||||
page in English. An example of source string location could be
|
||||
``getting_started/step_by_step/scenes_and_nodes.rst`` for the
|
||||
page :ref:`doc_scenes_and_nodes`.
|
||||
``getting_started/step_by_step/nodes_and_scenes.rst`` for the
|
||||
page :ref:`doc_nodes_and_scenes`.
|
||||
- The class reference's translation template is generated from the source XML
|
||||
files in **alphabetical order**, which is also the same as the order of the
|
||||
table of contents for the online version. You can therefore locate the source
|
||||
@@ -184,7 +184,7 @@ translating.
|
||||
|
||||
A handy tool to locate specific pages/classes is to use Weblate's advanced
|
||||
search feature, and especially the "Location strings" query (which can also be
|
||||
used with the ``location:`` token, e.g. ``location:scenes_and_nodes.rst``):
|
||||
used with the ``location:`` token, e.g. ``location:nodes_and_scenes.rst``):
|
||||
|
||||
.. image:: img/l10n_05_search_location.png
|
||||
|
||||
@@ -194,9 +194,9 @@ used with the ``location:`` token, e.g. ``location:scenes_and_nodes.rst``):
|
||||
|
||||
When a given source string is used in multiple source locations, they will
|
||||
all be concatenated into one. For example, the above
|
||||
``location:scenes_and_nodes.rst`` query would land first on the
|
||||
``location:nodes_and_scenes.rst`` query would land first on the
|
||||
"Introduction" source string which is used in dozens of pages, including
|
||||
some that come before ``scenes_and_nodes.rst`` in the template. Clicking the
|
||||
some that come before ``nodes_and_scenes.rst`` in the template. Clicking the
|
||||
"Next" button then brings us to the "Scene and nodes" title string displayed
|
||||
above.
|
||||
So it may happen that a given paragraph or section title is not at the
|
||||
|
||||
|
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|
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|
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BIN
getting_started/step_by_step/img/nodes_and_scenes_nodes.png
Normal file
|
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@@ -1,11 +1,22 @@
|
||||
Step by step
|
||||
============
|
||||
|
||||
This series builds upon the :ref:`Introduction to Godot
|
||||
<toc-learn-introduction>` and will get you started with the editor and the
|
||||
engine. You will learn more about nodes and scenes, code your first classes with
|
||||
GDScript, use signals to make nodes communicate with one another, and more.
|
||||
|
||||
The following lessons are here to prepare you for :ref:`doc_your_first_game`, a
|
||||
step-by-step tutorial where you will code a game from scratch. By the end of it,
|
||||
you will have the necessary foundations to explore more features in other
|
||||
sections. We also included links to pages that cover a given topic in-depth
|
||||
where appropriate.
|
||||
|
||||
.. toctree::
|
||||
:maxdepth: 1
|
||||
:name: toc-learn-step_by_step
|
||||
|
||||
scenes_and_nodes
|
||||
nodes_and_scenes
|
||||
instancing
|
||||
instancing_continued
|
||||
scripting
|
||||
|
||||
196
getting_started/step_by_step/nodes_and_scenes.rst
Normal file
@@ -0,0 +1,196 @@
|
||||
.. The goal of this page is to explain more than doc_key_concepts_overview about nodes and scenes, get the user to create their first concrete scene.
|
||||
|
||||
.. _doc_nodes_and_scenes:
|
||||
|
||||
Nodes and Scenes
|
||||
================
|
||||
|
||||
In :ref:`doc_key_concepts_overview`, we saw that a Godot game is a tree of
|
||||
scenes and that each scene is a tree of nodes. In this lesson, we explain a bit
|
||||
more about them. You will also create your first scene.
|
||||
|
||||
Nodes
|
||||
-----
|
||||
|
||||
**Nodes are the fundamental building blocks of your game**. They are like the
|
||||
ingredients in a recipe. There are dozens of kinds that can display an image,
|
||||
play a sound, represent a camera, and much more.
|
||||
|
||||
.. image:: img/nodes_and_scenes_nodes.png
|
||||
|
||||
All nodes have the following attributes:
|
||||
|
||||
- A name.
|
||||
- Editable properties.
|
||||
- They receive callbacks to update every frame.
|
||||
- You can extend them with new properties and functions.
|
||||
- You can add them to another node as a child.
|
||||
|
||||
The last attribute is key. **Together, nodes form a tree**, which is a powerful
|
||||
feature to organize projects. Since different nodes have different functions,
|
||||
combining them produces more complex behavior. As we saw before, you can build a
|
||||
playable character the camera follows using a kinematic body node named
|
||||
"Character", a sprite node, a camera node, and a collision shape node.
|
||||
|
||||
.. image:: img/nodes_and_scenes_character_nodes.png
|
||||
|
||||
Scenes
|
||||
------
|
||||
|
||||
When you organize nodes in a tree, like our character, we call this construct a
|
||||
scene. Once saved, scenes work like new node types in the editor, where you can
|
||||
add them as a child of an existing node. In that case, the instance of the scene
|
||||
appears as a single node with its internals hidden.
|
||||
|
||||
Scenes allow you to structure your game's code however you want. You can
|
||||
**compose nodes** to create custom and complex node types, like a game character
|
||||
that runs and jumps, a life bar, a chest with which you can interact, and more.
|
||||
|
||||
.. image:: img/nodes_and_scenes_3d_scene_example.png
|
||||
|
||||
The Godot editor essentially is a **scene editor**. It has plenty of tools for
|
||||
editing 2D and 3D scenes, as well as user interfaces. A Godot project can
|
||||
contain as many of these scenes as you need. The engine only requires one as
|
||||
your application's **main scene**. This is the scene Godot will first load when
|
||||
you or a player runs the game.
|
||||
|
||||
On top of acting like nodes, scenes have the following attributes:
|
||||
|
||||
1. They always have one root node, like the "Character" in our example.
|
||||
2. You can save them to your hard drive and load them later.
|
||||
3. You can create as many instances of a scene as you'd like. You could have
|
||||
five or ten characters in your game, created from your Character scene.
|
||||
|
||||
Creating your first scene
|
||||
-------------------------
|
||||
|
||||
Let's create our first scene with a single node. To do so, you will need to
|
||||
:ref:`create a new project <doc_creating_and_importing_projects>` first. After
|
||||
opening the project, you should see an empty editor.
|
||||
|
||||
.. image:: img/nodes_and_scenes_01_empty_editor.png
|
||||
|
||||
In an empty scene, the Scene dock on the left shows several options to add a
|
||||
root node quickly. "2D Scene" adds a Node2D node, "3D Scene" adds a Spatial
|
||||
node, "User Interface" adds a Control node, and "Other Node" lets you select any
|
||||
node. It is equivalent to pressing the "Add Child Node" button. These presets
|
||||
are here for convenience; they are not mandatory.
|
||||
|
||||
We're going to add a single Label node to our scene. Its function is to draw
|
||||
text on the screen.
|
||||
|
||||
Press the "Add Child Node" button at the top left of the Scene dock to create a
|
||||
node. This button adds the chosen node as a child of the currently selected one
|
||||
or, in an empty scene, as the root.
|
||||
|
||||
.. image:: img/nodes_and_scenes_02_scene_dock.png
|
||||
|
||||
The Create Node dialog opens, showing the long list of available nodes.
|
||||
|
||||
.. image:: img/nodes_and_scenes_03_create_node_window.png
|
||||
|
||||
Select the Label node. You can type its name to filter down the list.
|
||||
|
||||
.. image:: img/nodes_and_scenes_04_create_label_window.png
|
||||
|
||||
Click on the Label node to select it and click the Create button at the bottom
|
||||
of the window.
|
||||
|
||||
.. image:: img/nodes_and_scenes_05_editor_with_label.png
|
||||
|
||||
A lot happens when you add a scene's first node. The scene changes to the 2D
|
||||
workspace because Label is a 2D node type. The Label appears, selected, in the
|
||||
top-left corner of the viewport. The node appears in the Scene dock on the left,
|
||||
and the node's properties appear in the Inspector dock on the right.
|
||||
|
||||
Changing a node's properties
|
||||
----------------------------
|
||||
|
||||
The next step is to change the Label's "Text" property. Let's change it to
|
||||
"Hello World".
|
||||
|
||||
Head to the Inspector dock on the right of the viewport. Click inside the field
|
||||
below the Text property and type "Hello World".
|
||||
|
||||
.. image:: img/nodes_and_scenes_06_label_text.png
|
||||
|
||||
You will see the text draw in the viewport as you type.
|
||||
|
||||
.. seealso:: You can edit any property listed in the Inspector as we did with
|
||||
the Text. For a complete reference of the Inspector dock, see the
|
||||
:ref:`doc_editor_inspector_dock`.
|
||||
|
||||
You can move your Label node in the viewport by selecting the move tool in the
|
||||
toolbar.
|
||||
|
||||
.. image:: img/nodes_and_scenes_07_move_tool.png
|
||||
|
||||
With the Label selected, click and drag anywhere in the viewport to
|
||||
move it to the center of the view delimited by the rectangle.
|
||||
|
||||
.. image:: img/nodes_and_scenes_08_hello_world_text.png
|
||||
|
||||
Running the scene
|
||||
-----------------
|
||||
|
||||
Everything's ready to run the scene! Press the Play Scene button in the
|
||||
top-right of the screen or press :kbd:`F6`.
|
||||
|
||||
.. image:: img/nodes_and_scenes_09_play_scene_button.png
|
||||
|
||||
A popup invites you to save the scene, which is required to run it.
|
||||
|
||||
.. image:: img/nodes_and_scenes_10_save_scene_popup.png
|
||||
|
||||
Click the Yes button, and in the file browser that appears, press the Save
|
||||
button to save it as "Label.tscn".
|
||||
|
||||
.. image:: img/nodes_and_scenes_11_save_scene_as.png
|
||||
|
||||
.. note:: The Save Scene As dialog, like other file dialogs in the editor, only
|
||||
allows you to save files inside the project. The ``res://`` path at
|
||||
the top of the window represents the project's root directory and
|
||||
stands for "resource path". For more information about file paths in
|
||||
Godot, see :ref:`doc_filesystem`.
|
||||
|
||||
The application should open in a new window and display the text "Hello World".
|
||||
|
||||
.. image:: img/nodes_and_scenes_12_final_result.png
|
||||
|
||||
Close the window or press :kbd:`F8` to quit the running scene.
|
||||
|
||||
.. note::
|
||||
|
||||
If this doesn't immediately work and you have a hiDPI display on at least
|
||||
one of your monitors, go to Project -> Project Settings -> Display ->
|
||||
Window then enable Allow Hidpi under Dpi.
|
||||
|
||||
Setting the main scene
|
||||
----------------------
|
||||
|
||||
To run our test scene, we used the Play Scene button. Another button next to it
|
||||
allows you to set and run the project's main scene. You can press :kbd:`F5` to
|
||||
do so.
|
||||
|
||||
.. image:: img/nodes_and_scenes_13_play_button.png
|
||||
|
||||
A popup window appears and invites you to select the main scene.
|
||||
|
||||
.. image:: img/nodes_and_scenes_14_main_scene_popup.png
|
||||
|
||||
Click the Select button, and in the file dialog that appears, double click on
|
||||
Label.tscn.
|
||||
|
||||
.. image:: img/nodes_and_scenes_15_select_main_scene.png
|
||||
|
||||
The demo should run again. Moving forward, every time you run the project, Godot
|
||||
will use this scene as a starting point.
|
||||
|
||||
.. note:: The editor saves the main scene's path in a project.godot file in your
|
||||
project's directory. While you can edit this text file directly to
|
||||
change project settings, you can also use the "Project -> Project
|
||||
Settings" window to do so. For more information, see
|
||||
:ref:`doc_project_settings`.
|
||||
|
||||
In the next part, we will discuss another key concept in games and in Godot:
|
||||
creating instances of a scene.
|
||||
@@ -1,216 +0,0 @@
|
||||
.. _doc_scenes_and_nodes:
|
||||
|
||||
Scenes and nodes
|
||||
================
|
||||
|
||||
Introduction
|
||||
------------
|
||||
|
||||
.. image:: img/chef.png
|
||||
|
||||
Imagine for a second that you are not a game developer anymore. Instead,
|
||||
you're a chef! Change your hipster outfit for a toque and a double
|
||||
breasted jacket. Now, instead of making games, you create new and
|
||||
delicious recipes for your guests.
|
||||
|
||||
So, how does a chef create a recipe? Recipes are divided into two
|
||||
sections: the first is the ingredients and the second is the
|
||||
instructions to prepare it. This way, anyone can follow the recipe and
|
||||
savor your magnificent creation.
|
||||
|
||||
Making games in Godot feels pretty much the same way. Using the engine
|
||||
feels like being in a kitchen. In this kitchen, *nodes* are like a
|
||||
refrigerator full of fresh ingredients with which to cook.
|
||||
|
||||
There are many types of nodes. Some show images, others play sound,
|
||||
other nodes display 3D models, etc. There are dozens of them.
|
||||
|
||||
Nodes
|
||||
-----
|
||||
|
||||
But let's start with the basics. Nodes are fundamental building blocks for
|
||||
creating a game. As mentioned above, a node can perform a variety of specialized
|
||||
functions. However, any given node always has the following attributes:
|
||||
|
||||
- It has a name.
|
||||
- It has editable properties.
|
||||
- It can receive a callback to process every frame.
|
||||
- It can be extended (to have more functions).
|
||||
- It can be added to another node as a child.
|
||||
|
||||
.. image:: img/tree.png
|
||||
|
||||
The last one is important. Nodes can have other nodes as
|
||||
children. When arranged in this way, the nodes become a **tree**.
|
||||
|
||||
In Godot, the ability to arrange nodes in this way creates a powerful
|
||||
tool for organizing projects. Since different nodes have different
|
||||
functions, combining them allows for the creation of more complex functions.
|
||||
|
||||
Don't worry if this doesn't click yet. We will continue to explore this over
|
||||
the next few sections. The most important fact to remember for now is that
|
||||
nodes exist and can be arranged this way.
|
||||
|
||||
Scenes
|
||||
------
|
||||
|
||||
.. image:: img/scene_tree_example.png
|
||||
|
||||
Now that the concept of nodes has been defined, the next logical
|
||||
step is to explain what a Scene is.
|
||||
|
||||
A scene is composed of a group of nodes organized hierarchically (in
|
||||
tree fashion). Furthermore, a scene:
|
||||
|
||||
- always has one root node.
|
||||
- can be saved to disk and loaded back.
|
||||
- can be *instanced* (more on that later).
|
||||
|
||||
Running a game means running a scene. A project can contain several scenes,
|
||||
but for the game to start, one of them must be selected as the main scene.
|
||||
|
||||
Basically, the Godot editor is a **scene editor**. It has plenty of tools for
|
||||
editing 2D and 3D scenes as well as user interfaces, but the editor is based on
|
||||
the concept of editing a scene and the nodes that compose it.
|
||||
|
||||
Editor
|
||||
------
|
||||
|
||||
Open the project you made in :ref:`doc_intro_to_the_editor_interface`, or create a new one. This will
|
||||
open the Godot editor:
|
||||
|
||||
.. image:: img/empty_editor.png
|
||||
|
||||
As mentioned before, making games in Godot feels like being in a
|
||||
kitchen, so let's open the refrigerator and add some fresh nodes to the
|
||||
project. We'll begin with a "Hello World" message that we'll put on the
|
||||
screen.
|
||||
|
||||
To do this we need to add a Label node. Press the "Add Child Node" button
|
||||
at the top left of the scene dock (the icon represents a plus symbol).
|
||||
This button is the main way to add new nodes to a scene, and will always
|
||||
add the chosen node as a child of the currently selected node (or, in an
|
||||
empty scene, as the "root" node).
|
||||
|
||||
.. note::
|
||||
|
||||
In an empty scene (without root node), the scene dock shows several
|
||||
options to quickly add a root node to the scene. "2D Scene" adds a
|
||||
Node2D node, "3D Scene" adds a Spatial node, "User Interface" adds a
|
||||
Control node, and "Other Node" which lets you select any node (so it
|
||||
is equivalent to pressing the "Add Child Node" button). You can also
|
||||
press the star-shaped icon to toggle the display of your favorited
|
||||
nodes.
|
||||
|
||||
Note that these presets are here for convenience and are not mandatory
|
||||
for the different types of scenes. Not every 3D scene needs a Spatial
|
||||
node as its root node, likewise not every GUI or 2D scene needs a Control
|
||||
node or Node2D as their root node.
|
||||
|
||||
Now, to add a label node to this scene you can click on the Other Node
|
||||
button or the Add Node button at the top. In scenes that aren't empty you
|
||||
use the add node button to create every child node.
|
||||
|
||||
.. image:: img/newnode_button.png
|
||||
|
||||
This will open the Create Node dialog, showing the long list of nodes
|
||||
that can be created:
|
||||
|
||||
.. image:: img/node_classes.png
|
||||
|
||||
From there, select the "Label" node first. Searching for it is probably
|
||||
the fastest way:
|
||||
|
||||
.. image:: img/node_search_label.png
|
||||
|
||||
And finally, create the Label! A lot happens when Create is pressed:
|
||||
|
||||
.. image:: img/editor_with_label.png
|
||||
|
||||
First of all, the scene changes to the 2D editor (because Label is a 2D Node
|
||||
type), and the Label appears, selected, at the top left corner of the viewport.
|
||||
|
||||
The node appears in the scene tree editor in the Scene dock, and the label
|
||||
properties appear in the Inspector dock.
|
||||
|
||||
The next step will be to change the "Text" Property of the label. Let's
|
||||
change it to "Hello World":
|
||||
|
||||
.. image:: img/hw.png
|
||||
|
||||
Ok, everything's ready to run the scene! Press the PLAY SCENE Button on
|
||||
the top bar (or hit :kbd:`F6`):
|
||||
|
||||
.. image:: img/playscene.png
|
||||
|
||||
Aaaand... Oops.
|
||||
|
||||
.. image:: img/neversaved.png
|
||||
|
||||
Scenes need to be saved to be run, so save the scene to something like
|
||||
Hello.tscn in Scene -> Save:
|
||||
|
||||
.. image:: img/save_scene.png
|
||||
|
||||
And here's when something funny happens. The file dialog is a special
|
||||
file dialog, and only allows you to save inside the project. The project
|
||||
root is ``res://`` which means "resource path". This means that files can
|
||||
only be saved inside the project. For the future, when doing file
|
||||
operations in Godot, remember that ``res://`` is the resource path, and no
|
||||
matter the platform or install location, it is the way to locate where
|
||||
resource files are from inside the game.
|
||||
|
||||
After saving the scene and pressing run scene again, the "Hello World"
|
||||
demo should finally execute:
|
||||
|
||||
.. image:: img/helloworld.png
|
||||
|
||||
Success!
|
||||
|
||||
.. note::
|
||||
|
||||
If this doesn't immediately work and you have a hiDPI display on
|
||||
at least one of your monitors, go to
|
||||
**Project → Project Settings → Display → Window** then enable
|
||||
**Allow Hidpi** under **Dpi**.
|
||||
|
||||
.. _doc_scenes_and_nodes-configuring_the_project:
|
||||
|
||||
Configuring the project
|
||||
-----------------------
|
||||
|
||||
Ok, it's time to configure the project. Right now, the only way to run
|
||||
something is to execute the current scene. Projects, however, may have several
|
||||
scenes, so one of them must be set as the main scene. This is the scene that
|
||||
will be loaded any time the project is run.
|
||||
|
||||
These settings are all stored in a project.godot file, which is a plaintext
|
||||
file in win.ini format (for easy editing). There are dozens of settings that
|
||||
you can change in this file to alter how a project executes. To simplify this
|
||||
process, Godot provides a project settings dialog, which acts as a sort of
|
||||
frontend to editing a project.godot file.
|
||||
|
||||
To access that dialog, select Project -> Project Settings. Try it now.
|
||||
|
||||
Once the window opens, let's select a main scene. Locate the
|
||||
`Application/Run/Main Scene` property and click on it to select 'Hello.tscn'.
|
||||
|
||||
.. image:: img/main_scene.png
|
||||
|
||||
Now, with this change, when you press the regular Play button (or F5), this
|
||||
scene will run, no matter which scene is actively being edited.
|
||||
|
||||
The project settings dialog provides a lot of options that can be saved to a
|
||||
project.godot file and shows their default values. If you change a value, a
|
||||
tick is marked to the left of its name. This means that the property will be
|
||||
saved to the project.godot file and remembered.
|
||||
|
||||
As a side note, it is also possible to add custom configuration options and
|
||||
read them in at run-time using the :ref:`ProjectSettings <class_ProjectSettings>` singleton.
|
||||
|
||||
To be continued...
|
||||
------------------
|
||||
|
||||
This tutorial talked about "scenes and nodes", but so far there has been
|
||||
only *one* scene and *one* node! Don't worry, the next tutorial will
|
||||
expand on that...
|
||||
@@ -34,7 +34,7 @@ images and sounds you'll be using to make the game. Unzip these files in your
|
||||
project folder.
|
||||
|
||||
.. note:: For this tutorial, we will assume you are familiar with the
|
||||
Godot editor. If you haven't read :ref:`doc_scenes_and_nodes`, do so now
|
||||
Godot editor. If you haven't read :ref:`doc_nodes_and_scenes`, do so now
|
||||
for an explanation of setting up a project and using the editor.
|
||||
|
||||
This game is designed for portrait mode, so we need to adjust the size of the
|
||||
|
||||
BIN
tutorials/editor/img/inspector_node_name_and_tools.png
Normal file
|
After Width: | Height: | Size: 696 B |
BIN
tutorials/editor/img/inspector_overview.png
Normal file
|
After Width: | Height: | Size: 4.5 KiB |
BIN
tutorials/editor/img/inspector_search_bar.png
Normal file
|
After Width: | Height: | Size: 741 B |
BIN
tutorials/editor/img/inspector_tools_menu.png
Normal file
|
After Width: | Height: | Size: 4.4 KiB |
BIN
tutorials/editor/img/inspector_top_buttons.png
Normal file
|
After Width: | Height: | Size: 500 B |
@@ -17,6 +17,8 @@ in other sections where appropriate. For example, the :ref:`animation editor
|
||||
:name: toc-editor-interface
|
||||
|
||||
project_manager
|
||||
inspector_dock
|
||||
project_settings
|
||||
default_key_mapping
|
||||
customizing_editor
|
||||
|
||||
|
||||
39
tutorials/editor/inspector_dock.rst
Normal file
@@ -0,0 +1,39 @@
|
||||
|
||||
.. _doc_editor_inspector_dock:
|
||||
|
||||
The Inspector
|
||||
=============
|
||||
|
||||
This page explains how the Inspector dock works in-depth. You will learn how to edit properties, fold and unfold areas, use the search bar, and more.
|
||||
|
||||
.. warning:: This page is a work-in-progress.
|
||||
|
||||
Overview of the interface
|
||||
-------------------------
|
||||
|
||||
Let's start by looking at the dock's main parts.
|
||||
|
||||
.. image:: img/inspector_overview.png
|
||||
|
||||
At the top are the file and navigation buttons.
|
||||
|
||||
.. image:: img/inspector_top_buttons.png
|
||||
|
||||
Below it, you can find the selected node's name, its type, and the tools menu on the right side.
|
||||
|
||||
.. image:: img/inspector_node_name_and_tools.png
|
||||
|
||||
If you click the tool menu icon, a drop-down menu offers some view and edit options.
|
||||
|
||||
.. image:: img/inspector_tools_menu.png
|
||||
|
||||
Then comes the search bar. Type anything in it to filter displayed properties. Delete the text to clear the search.
|
||||
|
||||
.. image:: img/inspector_search_bar.png
|
||||
|
||||
.. break down inspector content in class name, property categories that are foldable, and individual properties.
|
||||
|
||||
.. Using the buttons at the top.
|
||||
.. Using the tool menu
|
||||
.. List each property type and how to edit it
|
||||
.. For numerical inputs, mention and link to a page about formulas
|
||||
@@ -13,6 +13,8 @@ editor's language.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_02.png
|
||||
|
||||
.. _doc_creating_and_importing_projects:
|
||||
|
||||
Creating and importing projects
|
||||
-------------------------------
|
||||
|
||||
@@ -21,7 +23,7 @@ To create a new project:
|
||||
1. Click the ``New Project`` button on the right of the window.
|
||||
2. Give the project a name, choose an empty folder on your computer to save the
|
||||
files, and select a rendering backend.
|
||||
3. Click the Create & Edit button.
|
||||
3. Click the Create & Edit button to create the project folder and open it in the editor.
|
||||
|
||||
.. image:: img/editor_ui_intro_project_manager_04.png
|
||||
|
||||
|
||||
14
tutorials/editor/project_settings.rst
Normal file
@@ -0,0 +1,14 @@
|
||||
.. _doc_project_settings:
|
||||
|
||||
Project Settings
|
||||
================
|
||||
|
||||
This page explains how to use the Project Settings window. If you would like to access and modify project settings via code, see :ref:`ProjectSettings <class_ProjectSettings>`.
|
||||
|
||||
Godot stores the project settings in a project.godot file, a plain text file in INI format. There are dozens of settings you can change to control a project's execution. To simplify this process, Godot provides a project settings dialog, which acts as a front-end to editing a project.godot file.
|
||||
|
||||
To access that dialog, select Project -> Project Settings.
|
||||
|
||||
Once the window opens, let's select a main scene. Locate the `Application/Run/Main Scene` property and click on it to select 'Hello.tscn'.
|
||||
|
||||
The project settings dialog provides a lot of options that can be saved to a project.godot file and shows their default values. If you change a value, a tick appears to the left of its name. This means that the property will be saved in the project.godot file and remembered.
|
||||