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-.. _doc_intro_to_the_editor_interface:
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-Introduction to Godot's editor
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-==============================
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-
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-This tutorial will run you through Godot's interface. We're going to
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-look at the **Project Manager, docks, workspaces** and everything you
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-need to know to get started with the engine.
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-
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-You can `download Godot Engine here <https://godotengine.org/download/>`_.
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-
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-Project manager
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----------------
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-
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-When you launch Godot, the first window you'll see is the Project
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-Manager. Since you have no projects there will be a popup asking if you
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-want to open the asset library, just click cancel, we'll look at it later.
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-
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-.. image:: img/project_manager_first_open.png
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-
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-Now you should see the project manager. It lets you create, remove, import
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-or play game projects.
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-
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-.. image:: img/editor_ui_intro_project_manager_01.png
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-
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-In the top-right corner you'll find a drop-down menu to change the
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-editor's language.
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-
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-.. image:: img/editor_ui_intro_project_manager_02.png
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-
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-From the **Templates** tab you can download open source project templates and
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-demos from the Asset Library to help you get started faster. Just select the
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-template or demo you want, click download, once it's finished downloading click
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-install and choose where you want the project to go. You can learn more about
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-it in :ref:`doc_what_is_assetlib`.
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-
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-.. image:: img/editor_ui_intro_project_manager_03.png
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-
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-Create or import a project
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-~~~~~~~~~~~~~~~~~~~~~~~~~~
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-
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-To create a new project, click the ``New Project`` button on the right. Here
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-you give it a name, choose an empty folder on your computer to save it to,
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-and choose a renderer.
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-
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-.. image:: img/editor_ui_intro_project_manager_04.png
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-
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-Click the Browse button to open Godot's file browser and pick a location
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-or type the folder's path in the Project Path field.
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-
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-.. image:: img/editor_ui_intro_project_manager_05.png
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-
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-When you see the green tick on the right, it means the engine detects an
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-empty folder. You can also click the ``Create Folder`` button next to your
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-project name and an empty folder will be created with that name for the project.
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-
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-Finally, you need to choose which renderer to use (OpenGL ES 3.0 or OpenGL
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-ES 2.0). The advantages and disadvantages of each are listed to help you choose,
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-and you can refer to :ref:`doc_gles2_gles3_differences` for more details. Note
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-that you can change the backend from the project settings if you change your mind
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-later on. For this tutorial either backend is fine.
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-
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-Once you are done click ``Create & Edit``. Godot will create
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-the project for you and open it in the editor.
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-
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-The next time you open the project manager, you'll see your new project in the
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-list. Double click on it to open it in the editor.
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-
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-.. image:: img/editor_ui_intro_project_manager_06.png
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-
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-You can import existing projects in a similar way, using the Import
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-button. Locate the folder that contains the project or the
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-``project.godot`` file to import and edit it.
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-
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-.. image:: img/editor_ui_intro_project_manager_08.png
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-
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-When the folder path is correct, you'll see a green checkmark.
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-
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-.. image:: img/editor_ui_intro_project_manager_09.png
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-
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-Your first look at Godot's editor
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----------------------------------
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-
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-Welcome to Godot! With your project open, you should see the editor's interface
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-with menus along the top of the interface and docks along the far extremes of
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-the interface on either side of the viewport.
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-
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-.. image:: img/editor_ui_intro_editor_interface_overview.png
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-
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-At the top, from left to right, you can see the **main menus**, the
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-**workspaces**, and the **playtest buttons**.
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-
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-The **FileSystem dock** is where you'll manage your project files and assets.
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-
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-.. image:: img/editor_ui_intro_dock_filesystem.png
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-
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-The **Scene dock** lists the active scene's content and the **Inspector**
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-allows for the management of the properties of a scene's content.
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-
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-.. image:: img/editor_ui_intro_dock_inspector.png
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-
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-In the center, you have the **Toolbar** at the top, where you'll find
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-tools to move, scale or lock your scene's objects. It changes as you
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-jump to different workspaces.
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-
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-.. image:: img/editor_ui_intro_editor_02_toolbar.png
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-
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-The **Bottom Panel** is the host for the debug console, the animation
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-editor, the audio mixer… They are wide and can take precious space.
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-That's why they're folded by default.
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-
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-.. image:: img/editor_ui_intro_editor_03_animation_player.png
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-
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-The workspaces
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---------------
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-
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-You can see four workspace buttons at the top: 2D, 3D, Script and
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-AssetLib.
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-
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-You'll use the **2D workspace** for all types of games. In addition to 2D games,
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-the 2D workspace is where you'll build your interfaces. Press :kbd:`F1`
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-(or :kbd:`Alt + 1` on macOS) to access it.
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-
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-.. image:: img/editor_ui_intro_editor_04_2d_workspace.png
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-
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-In the **3D workspace**, you can work with meshes, lights, and design
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-levels for 3D games. Press :kbd:`F2` (or :kbd:`Alt + 2` on macOS) to access it.
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-
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-.. image:: img/editor_ui_intro_editor_05_3d_workspace.png
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-
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-Notice the perspective button under the toolbar, it opens a list of options
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-related to the 3D viewport.
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-
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-.. image:: img/editor_ui_intro_editor_06_3d_workspace.png
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-
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-.. note:: Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**.
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-
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-The **Script** workspace is a complete code editor with a debugger, rich
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-auto-completion, and built-in code reference. Press :kbd:`F3` (or :kbd:`Alt + 3` on macOS)
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-to access it, and :kbd:`Shift + F1` to search the reference.
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-
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-.. image:: img/editor_ui_intro_editor_06_script_workspace_expanded.png
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-
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-To search for information about a class, method, property, constant, or signal
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-in the engine while you are writing a script, press the "Search Help" button at
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-the top right of the Script workspace.
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-
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-.. image:: img/editor_ui_intro_script_search_documentation.png
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-
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-A new window will pop up. Search for the item that you want to find information
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-about.
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-
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-.. image:: img/editor_ui_intro_script_search_help_window.png
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-
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-Click on the item you are looking for and press open. The documentation for the
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-item will be displayed in the script workspace.
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-
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-.. image:: img/editor_ui_intro_script_class_documentation.png
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-
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-Finally, the **AssetLib** 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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-
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-Modify the interface
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---------------------
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-
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-Godot's interface lives in a single window. You cannot split it across
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-multiple screens although you can work with an external code editor like
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-Atom or Visual Studio Code for instance.
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-
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-Move and resize docks
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-~~~~~~~~~~~~~~~~~~~~~
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-
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-Click and drag on the edge of any dock or panel to resize it
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-horizontally or vertically.
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-
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-.. image:: img/editor_ui_intro_editor_07.png
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-
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-Click the three-dotted icon at the top of any dock to change its
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-location.
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-
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-.. image:: img/editor_ui_intro_editor_08.png
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-
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-Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look
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-and feel of the editor.
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