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1st 3D Game Tutorial: Setting up the game area update (#9578)

* Update 01.game_setup.rst
Grid Snap uses correct shortcut for 4.2
Screenshot of toolbar with Grid Snap selected.
macOS shortcut fixes
small text tweaks
Trevor 1 年之前
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cdd8ba9e0f
共有 2 个文件被更改,包括 13 次插入8 次删除
  1. 13 8
      getting_started/first_3d_game/01.game_setup.rst
  2. 二进制
      getting_started/first_3d_game/img/01.game_setup/use_snap.webp

+ 13 - 8
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 :ref:`Node <class_Node>` as its root. In the
 *Scene* dock, click the *Add Child Node* button represented by a "+" icon in the
 top-left and double-click on *Node*. Name the node ``Main``. An alternate method to rename the node is to right-click on *Node* and choose *Rename* (or :kbd:`F2`). 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` (:kbd:`Cmd + A` on macOS).
 
 .. image:: img/01.game_setup/05.main_node.png
 
-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 :ref:`StaticBody3D <class_StaticBody3D>` nodes. They require :ref:`CollisionShape3D <class_CollisionShape3D>` child nodes to
@@ -74,8 +74,8 @@ reliable to block even fast-moving objects.
 A box's wireframe appears in the viewport with three orange dots. You can click
 and drag these to edit the shape's extents interactively. We can also precisely
 set the size in the inspector. Click on the :ref:`BoxShape3D <class_BoxShape3D>` to expand the resource.
-Set its *Size* to ``60`` on the X axis, ``2`` for the Y axis, and ``60`` for
-the Z axis.
+Set its *Size* to ``60`` on the X-axis, ``2`` for the Y-axis, and ``60`` for
+the Z-axis.
 
 .. image:: img/01.game_setup/09.box_size.webp
 
@@ -98,9 +98,14 @@ resource and set its *Size* to ``60``, ``2``, and ``60``.
 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,
-and click and drag down on the Y axis. It's the green arrow in the move gizmo.
+We're going to move the ground down so we can see the floor grid. To do this, the grid snapping feature can be used.
+Grid snapping can be activated 2 ways in the 3D editor.
+The first is by pressing the *Use Snap* button (or pressing the :kbd:`Y` key).
+The second is by selecting a node, dragging a handle on the gizmo **then** holding :kbd:`Ctrl` while still clicking to enable snapping as long as :kbd:`Ctrl` is held. 
+
+.. image:: img/01.game_setup/use_snap.webp
+
+Start by setting snapping with your preferred method. Then move the ``Ground`` node using the Y-axis (the green arrow on the gizmo).
 
 .. image:: img/01.game_setup/move_gizmo_y_axis.webp
 
@@ -133,7 +138,7 @@ node and add a child node :ref:`DirectionalLight3D <class_DirectionalLight3D>`.
 
 We need to move and rotate the :ref:`DirectionalLight3D <class_DirectionalLight3D>` node.
 Move it up by clicking and dragging on the manipulator's green arrow
-and click and drag on the red arc to rotate it around the X axis, until the
+and click and drag on the red arc to rotate it around the X-axis, until the
 ground is lit.
 
 In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox.

二进制
getting_started/first_3d_game/img/01.game_setup/use_snap.webp