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@@ -54,25 +54,31 @@ that has been standardized for more than a decade, but mobile devices
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use different formats for texture compression, such as PVRCT (iOS) or
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ETC (Android).
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-Export dialog
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+Export menu
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+-----------
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After many attempts at different export workflows, the current one has
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proven to work the best. At the time of this writing, not all platforms are
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supported yet, but the supported platforms continue to grow.
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-To open the export dialog, just click the "Export" button:
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+To open the export menu, just click the "Export" button:
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.. image:: img/export.png
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-The dialog will open, showing all the supported export platforms:
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+The export menu will open, however it will be completely empty.
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.. image:: img/export_dialog.png
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+That is because we need to add an export preset. To do that click the
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+`add..` button at the top of the export menu. This will open a drop down
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+ list of platforms to choose from for an export preset.
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+
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+.. image:: img/export_preset.png
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+
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The default options are often enough to export, so tweaking them is not
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necessary, but provide extra control. However, many platforms require additional
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tools (SDKs) to be installed to be able to export. Additionally, Godot
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-needs export templates installed to create packages. The export dialog
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+needs export templates installed to create packages. The export menu
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will complain when something is missing and will not allow the user to
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export for that platform until they resolve it:
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