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+.. This page is only here to introduce the interface to the user broadly. To
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+ cover individual areas in greater detail, write the corresponding pages in
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+ the most appropriate section, and link them. E.g. the animation editor goes
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+ to the animation section. General pages, for instance, about the project
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+ manager, should go in the editor manual.
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+
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+.. _doc_intro_to_the_editor_interface:
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+
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+First look at Godot's editor
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+============================
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+
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+This page will give you a brief overview of Godot's interface. We're going to
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+look at the different workspaces and docks to help you situate yourself.
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+
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+.. seealso:: For a comprehensive breakdown of the editor's interface and how to
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+ use it, see the :ref:`Editor manual <toc-learn-editor>`.
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+
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+The Project manager
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+-------------------
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+
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+When you launch Godot, the first window you see is the Project Manager. In the
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+default tab, "Projects," you can manage existing projects, import or create new
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+ones, and more.
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+
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+.. image:: img/editor_intro_project_manager.png
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+
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+At the top of the window, there is another tab named "Templates". You can search
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+for demo projects in the open-source asset library, which includes many projects
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+developed by the community.
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+
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+.. seealso:: To learn the project manager's ins and outs, read
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+ :ref:`doc_project_manager`.
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+
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+.. image:: img/editor_intro_project_templates.png
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+
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+You can also change the editor's language using the drop-down menu to the right
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+of the engine's version in the window's top-right corner. By default, it is in
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+English (EN).
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+
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+.. image:: img/editor_intro_language.png
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+
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+First look at Godot's editor
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+----------------------------
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+
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+When you open a new or an existing project, the editor's interface appears.
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+Let's look at its main areas.
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+
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+.. image:: img/editor_intro_editor_empty.png
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+
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+By default, it features **menus**, **workspaces**, and playtest buttons along
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+the window's top edge.
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+
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+.. image:: img/editor_intro_top_menus.png
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+
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+In the center is the **viewport** with its **toolbar** at the top, where you'll
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+find tools to move, scale, or lock the scene's nodes.
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+
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+.. image:: img/editor_intro_3d_viewport.png
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+
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+On either side of the viewport sit the **docks**. And at the bottom of the
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+window lies the **bottom panel**.
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+
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+The toolbar changes based on the context and selected node. Here is the 2D toolbar.
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+
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+.. image:: img/editor_intro_toolbar_2d.png
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+
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+Below is the 3D one.
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+
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+.. image:: img/editor_intro_toolbar_3d.png
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+
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+Let's look at the docks. The **FileSystem** dock lists your project files, be it
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+scripts, images, audio samples, and more.
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+
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+.. image:: img/editor_intro_filesystem_dock.png
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+
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+The **Scene** dock lists the active scene's nodes.
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+
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+.. image:: img/editor_intro_scene_dock.png
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+
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+The **Inspector** allows you to edit the properties of a selected node.
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+
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+.. image:: img/editor_intro_inspector_dock.png
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+
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+The **bottom panel**, situated below the viewport, is the host for the debug
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+console, the animation editor, the audio mixer, and more. They can take precious
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+space, that's why they're folded by default.
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+
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+.. image:: img/editor_intro_bottom_panels.png
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+
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+When you click on one, it expands vertically. Below, you can see the animation editor opened.
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+
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+.. image:: img/editor_intro_bottom_panel_animation.png
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+
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+The four workspaces
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+-------------------
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+
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+There are four workspace buttons centered at the editor's top: 2D, 3D, Script,
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+and 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` (or
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+:kbd:`Alt + 1` on macOS) to access it.
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+
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+.. image:: img/editor_intro_workspace_2d.png
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+
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+In the **3D workspace**, you can work with meshes, lights, and design levels for
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+3D games. Press :kbd:`F2` (:kbd:`Alt + 2` on macOS) to access it.
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+
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+.. image:: img/editor_intro_workspace_3d.png
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+
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+Notice the perspective button under the toolbar. Clicking on it opens a list of
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+options related to the 3D view.
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+
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+.. image:: img/editor_intro_3d_viewport_perspective.png
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+
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+.. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D
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+ 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` (:kbd:`Alt + 3`
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+on macOS) to access it.
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+
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+.. image:: img/editor_intro_workspace_script.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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+.. image:: img/editor_intro_workspace_assetlib.png
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+
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+.. seealso:: You can learn more about the asset library in
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+ :ref:`doc_what_is_assetlib`.
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+
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+Integrated class reference
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+--------------------------
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+
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+Godot comes with a built-in class reference.
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+
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+You can search for information about a class, method, property, constant, or
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+signal by:
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+
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+1. Pressing :kbd:`Shift + F1` anywhere in the editor.
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+2. Clicking the "Search Help" button in the top-right of the Script workspace.
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+3. Clicking on the Help menu and Search.
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+
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+
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+.. image:: img/editor_intro_search_help_button.png
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+
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+When you do any of these, a window pops up. Type to search for any item. You can
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+also use it to browse available objects and methods.
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+
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+.. image:: img/editor_intro_search_help.png
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+
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+Double-click on an item to open the corresponding page in the script workspace.
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+
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+.. image:: img/editor_intro_help_class_animated_sprite.png
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