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Merge pull request #2012 from corrigentia/patch-41

Tweak exporting_projects.rst a little
Rémi Verschelde 6 years ago
parent
commit
45d89b56a1
1 changed files with 4 additions and 4 deletions
  1. 4 4
      getting_started/workflow/export/exporting_projects.rst

+ 4 - 4
getting_started/workflow/export/exporting_projects.rst

@@ -5,8 +5,8 @@ Exporting projects
 
 
 .. highlight:: none
 .. highlight:: none
 
 
-Why exporting?
---------------
+Why export?
+-----------
 
 
 Originally, Godot did not have any means to export projects. The
 Originally, Godot did not have any means to export projects. The
 developers would compile the proper binaries and build the packages for
 developers would compile the proper binaries and build the packages for
@@ -38,7 +38,7 @@ On mobile
 ~~~~~~~~~
 ~~~~~~~~~
 
 
 The same scenario on mobile platforms is a little worse.
 The same scenario on mobile platforms is a little worse.
-To distribute a project in those devices, a binary for each of
+To distribute a project on those devices, a binary for each of
 those platforms is built, then added to a native project together
 those platforms is built, then added to a native project together
 with the game data.
 with the game data.
 
 
@@ -65,7 +65,7 @@ To open the export menu, click the **Export** button:
 
 
 .. image:: img/export.png
 .. image:: img/export.png
 
 
-The export menu will open, however, it will be completely empty.
+The export menu will open. However, it will be completely empty.
 This is because we need to add an export preset.
 This is because we need to add an export preset.
 
 
 .. image:: img/export_dialog.png
 .. image:: img/export_dialog.png