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-:article_outdated: True
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-
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.. _doc_customizing_editor:
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.. _doc_customizing_editor:
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Customizing the interface
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Customizing 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 multiple
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-screens although you can work with an external code editor like Atom or Visual
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-Studio Code for instance.
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+Godot's interface lives in a single window by default. Since Godot 4.0, you can
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+split several elements to separate windows to better make use of multi-monitor
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+setups.
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Moving and resizing docks
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Moving and resizing 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 horizontally or
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Click and drag on the edge of any dock or panel to resize it horizontally or
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-vertically.
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+vertically:
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+
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+.. figure:: img/editor_ui_resize_dock.webp
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+ :align: center
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+ :alt: Resizing a dock in the editor
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+
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+ Resizing a dock in the editor
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-.. image:: img/editor_ui_intro_editor_07.png
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+Click the "3 vertical dots" icon at the top of any dock to change its location,
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+or split it to a separate window by choosing **Make Floating** in the submenu that appears:
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-Click the three-dotted icon at the top of any dock to change its location.
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+.. figure:: img/editor_ui_move_dock.webp
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+ :align: center
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+ :alt: Moving a dock in the editor
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-.. image:: img/editor_ui_intro_editor_08.png
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+ Moving a dock in the editor
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-Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and feel
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-of the editor.
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+To move a floating dock back to the editor window, close the dock window using
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+the **×** button in the top-right corner of the window (or in the top-left
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+corner on macOS). Alternatively, you can press :kbd:`Alt + F4` while the split
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+window is focused.
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.. This page lacks information about:
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.. This page lacks information about:
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- Useful editor settings or sections of the settings window that are
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- Useful editor settings or sections of the settings window that are
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relevant to customizing the interface.
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relevant to customizing the interface.
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- Layouts
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- Layouts
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+
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+Splitting the script or shader editor to its own window
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+-------------------------------------------------------
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+
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+.. note::
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+
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+ This feature is only available on platforms that support spawning multiple
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+ windows: Windows, macOS and Linux.
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+
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+ This feature is also not available if **Single Window Mode** is enabled in
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+ the Editor Settings.
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+
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+Since Godot 4.1, you can split the script or shader editor to its own window.
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+
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+To split the script editor to its own window, click the corresponding button in
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+the top-right corner of the script editor:
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+
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+.. figure:: img/editor_ui_split_script_editor.webp
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+ :align: center
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+ :alt: Splitting the script editor to its own window
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+
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+ Splitting the script editor to its own window
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+
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+To split the shader editor to its own window, click the corresponding button in
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+the top-right corner of the script editor:
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+
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+.. figure:: img/editor_ui_split_shader_editor.webp
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+ :align: center
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+ :alt: Splitting the shader editor to its own window
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+
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+ Splitting the shader editor to its own window
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+
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+To go back to the previous state (with the script/shader editor embedded in the
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+editor window), close the split window using the **×** button in the top-right
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+corner of the window (or in the top-left corner on macOS). Alternatively, you
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+can press :kbd:`Alt + F4` while the split window is focused.
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+
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+Customizing editor layouts
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+--------------------------
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+
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+You may want to save and load a dock configuration depending on the kind of task
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+you're working on. For instance, when working on animating a character, it may
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+be more convenient to have docks laid out in a different fashion compared to
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+when you're designing a level.
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+
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+For this purpose, Godot provides a way to save and restore editor layouts.
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+Before saving a layout, make changes to the docks you'd like to save. The
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+following changes are persisted to the saved layout:
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+
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+- Moving a dock.
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+- Resizing a dock.
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+- Making a dock floating.
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+- Changing a floating dock's position or size.
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+- FileSystem dock properties: split mode, display mode, sorting order, file list
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+ display mode, selected paths and unfolded paths.
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+
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+.. note::
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+
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+ Splitting the script or shader editor to its own window is *not* persisted
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+ as part of a layout.
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+
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+After making changes, open the **Editor** menu at the top of the editor then
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+choose **Editor Layouts > Save**. Enter a name for the layout, then click
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+**Save**. If you've already saved an editor layout, you can choose to override
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+an existing layout using the list.
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+
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+After making changes, open the **Editor** menu at the top of the editor then
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+choose **Editor Layouts**. In the dropdown list, you will see a list of saved
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+editor layouts, plus **Default** which is a hardcoded editor layout that can't
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+be removed. The default layout matches a fresh Godot installation with no
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+changes made to the docks' position and size, and no floating docks.
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+
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+You can remove a layout using the **Delete** option in the **Editor Layouts**
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+dropdown.
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+
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+.. tip::
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+
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+ If you name the saved layout ``Default`` (case-sensitive), the default
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+ editor layout will be overwritten. Note that the ``Default`` does not appear
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+ in the list of layouts to overwrite until you overwrite it once, but you can
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+ still write its name manually.
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+
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+ You can go back to the standard default layout by removing the ``Default``
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+ layout after overriding it. (This option does not appear if you haven't
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+ overridden the default layout yet.)
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+
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+Editor layouts are saved to a file named ``editor_layouts.cfg`` in
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+the configuration path of the :ref:`doc_data_paths_editor_data_paths`.
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+
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+Customizing editor settings
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+---------------------------
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+
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+In the **Editor** menu at the top of the editor, you can find an **Editor
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+Settings** option. This opens a window similar to the Project Settings, but with
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+settings used by the editor. These settings are shared across all projects and
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+are not saved in the project files.
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+
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+.. figure:: img/editor_settings.webp
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+ :align: center
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+ :alt: The Editor Settings window
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+
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+ The Editor Settings window
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+
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+Some commonly changed settings are:
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+
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+- **Interface > Editor > Editor Language:** Controls the language the editor
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+ displays in. To make English tutorials easier to follow, you may want to
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+ change this to English so that menu names are identical to names referred to
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+ by tutorials. The language can also be changed in the top-right corner of the
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+ project manager.
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+- **Interface > Editor > Display Scale:** Controls how large UI elements display
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+ on screen. The default **Auto** setting finds a suitable value based on your
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+ display's DPI and resolution. Due to engine limitations, it only takes the
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+ display-provided scaling factor on macOS, not on Windows or Linux.
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+- **Interface > Editor > Single Window Mode:** If enabled, this forces the
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+ editor to use a single window. This disables certain features such as
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+ splitting the script/shaders editor to their own window. Single-window mode
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+ can be more stable, especially on Linux when using Wayland.
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+- **Interface > Theme > Preset:** The editor theme preset to use. The **Light** theme
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+ preset may be easier to read if you're outdoors or in a room with sunlight.
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+ The **Black (OLED)** preset can reduce power consumption on OLED displays,
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+ which are increasingly common in laptops and phones/tablets.
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+- **FileSystem > Directories > Autoscan Project Path:** This can be set to a
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+ folder path that will be automatically scanned for projects in the project
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+ manager every time it starts.
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+- **FileSystem > Directories > Default Project Path:** Controls the default
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+ location where new projects are created in the project manager.
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+- **Editors > 3D > Emulate Numpad:** This allows using the top row 0-9 keys in
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+ the 3D editor as their equivalent numpad keys. It's recommended to enable this
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+ option if you don't have a number pad on your keyboard.
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+- **Editors > 3D > Emulate 3 Button Mouse:** This allows using the pan, zoom and
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+ orbit modifiers in the 3D editor even when not holding down any mouse button.
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+ It's recommended to enable this option if you're using a trackpad.
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+
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+See the :ref:`class_EditorSettings` class reference for a complete description
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+of most editor settings. You can also hover an editor setting's name with the
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+mouse in the Editor Settings to show its description.
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