Browse Source

Improve documentation around exporting projects

- Add a warning about Godot not supporting PCK files larger than 2 GB.
- Improve formatting and grammar.

(cherry picked from commit a1e010c03f555732943941ae86a72a352a731961)
Hugo Locurcio 4 years ago
parent
commit
fb7276b3bb

+ 96 - 72
getting_started/step_by_step/exporting.rst

@@ -12,36 +12,38 @@ just so they can open your project. Instead, you can *export* your project,
 converting it into a "package" that can be run by anyone.
 converting it into a "package" that can be run by anyone.
 
 
 The way you export your game depends on what platform you are targeting. In
 The way you export your game depends on what platform you are targeting. In
-this tutorial, you'll learn how to export the "Dodge the Creeps" game for a
+this tutorial, you'll learn how to export the *Dodge the Creeps* game for a
 variety of platforms. First, however, we need to make some changes to the
 variety of platforms. First, however, we need to make some changes to the
 way the game works.
 way the game works.
 
 
-.. note:: If you haven't made "Dodge the Creeps" yourself yet, please read
+.. note:: If you haven't made *Dodge the Creeps* yourself yet, please read
           :ref:`doc_your_first_game` before continuing with this tutorial.
           :ref:`doc_your_first_game` before continuing with this tutorial.
 
 
 Preparing the project
 Preparing the project
 ---------------------
 ---------------------
 
 
-In "Dodge the Creeps" we used keyboard controls to move the player's character.
+In *Dodge the Creeps*, we used keyboard controls to move the player's character.
 This is fine if your game is being played on a PC platform, but on a phone
 This is fine if your game is being played on a PC platform, but on a phone
 or tablet, you need to support touchscreen input. Because a click event can
 or tablet, you need to support touchscreen input. Because a click event can
 be treated the same as a touch event, we'll convert the game to a click-and-move
 be treated the same as a touch event, we'll convert the game to a click-and-move
 input style.
 input style.
 
 
-By default Godot emulates mouse input from touch input. That means if anything
-is coded to happen on a mouse event, touch will trigger it as well. Godot can also
-emulate touch input from mouse clicks, which we will need to be able to keep playing
-our game on our computer after we switch to touch input. In the "Project Settings"
-under *Input Devices* and *Pointing*, set *Emulate Touch From Mouse* to "On".
+By default, Godot emulates mouse input from touch input. That means that if
+anything is coded to happen on a mouse event, touch will trigger it as well.
+Godot can also emulate touch input from mouse clicks, which we will need to be
+able to keep playing our game on our computer after we switch to touch input.
+
+In **Project > Project Settings**, under **Input Devices > Pointing**, enable
+**Emulate Touch From Mouse**.
 
 
 .. image:: img/export_touchsettings.png
 .. image:: img/export_touchsettings.png
 
 
 We also want to ensure that the game scales consistently on different-sized screens,
 We also want to ensure that the game scales consistently on different-sized screens,
-so in the project settings go to *Display*, then click on *Window*. In the *Stretch*
-options, set *Mode* to "2d" and *Aspect* to "keep".
+so in the project settings go to **Display**, then click on **Window**. In the **Stretch**
+options, set **Mode** to ``2d``" and **Aspect** to ``keep``.
 
 
-Since we are already in the *Window* settings, we should also set under *Handheld*
-the *Orientation* to "portrait".
+Since we are already in the **Window** settings, we should also set under **Handheld**
+the **Orientation** to ``portrait``.
 
 
 .. image:: img/export_handheld_stretchsettings.png
 .. image:: img/export_handheld_stretchsettings.png
 
 
@@ -239,46 +241,56 @@ changed:
 Setting a main scene
 Setting a main scene
 --------------------
 --------------------
 
 
-The main scene is the one that your game will start in. In *Project -> Project
-Settings -> Application -> Run*, set *Main Scene* to "Main.tscn" by clicking
-the folder icon and selecting it.
+The main scene is the one that your game will start in. For this
+*Dodge the Creeps* example, in
+**Project -> Project Settings -> Application -> Run**, set **Main Scene**
+to ``Main.tscn`` by clicking the folder icon and selecting it.
 
 
 Export templates
 Export templates
 ----------------
 ----------------
 
 
-In order to export, you need to download the *export templates* from the
+To export the project, you need to download the *export templates* from the
 http://godotengine.org/download. These templates are optimized versions of the engine
 http://godotengine.org/download. These templates are optimized versions of the engine
-without the editor pre-compiled for each platform . You can also
-download them in Godot by clicking on *Editor -> Manage Export Templates*:
+without the editor pre-compiled for each platform. You can also
+download them in Godot by clicking on **Editor -> Manage Export Templates**:
 
 
 .. image:: img/export_template_menu.png
 .. image:: img/export_template_menu.png
 
 
-In the window that appears, you can click "Download" to get the template
+.. note::
+
+    If you've downloaded Godot from
+    `Steam <https://store.steampowered.com/app/404790/Godot_Engine/>`__,
+    export templates are already included. Therefore, you don't need to download
+    them using the **Manage Export Templates** dialog.
+
+In the window that appears, you can click **Download** to get the template
 version that matches your version of Godot.
 version that matches your version of Godot.
 
 
 .. image:: img/export_template_manager.png
 .. image:: img/export_template_manager.png
 
 
-.. note:: If you upgrade Godot, you must download templates that match the new version
-          or your exported projects may not work correctly.
+.. note::
+
+    Export templates are bound to a specific Godot version. If you upgrade
+    Godot, you must download templates that match the new version.
 
 
 Export presets
 Export presets
 --------------
 --------------
 
 
-Next, you can configure the export settings by clicking on *Project -> Export*.
+Next, you can configure the export settings by clicking on **Project -> Export**.
 
 
-Create a new export preset by clicking "Add..." and selecting a platform. You
+Create a new export preset by clicking **Add...** and selecting a platform. You
 can make as many presets as you like with different settings.
 can make as many presets as you like with different settings.
 
 
 .. image:: img/export_presets_window.png
 .. image:: img/export_presets_window.png
 
 
-At the bottom of the window are two buttons. "Export PCK/ZIP" only creates
+At the bottom of the window are two buttons. **Export PCK/ZIP** only creates
 a packed version of your project's data. This doesn't include an executable
 a packed version of your project's data. This doesn't include an executable
 so the project can't be run on its own.
 so the project can't be run on its own.
 
 
-The second button, "Export Project", creates a complete executable version
-of your game, such as an `.apk` for Android or an `.exe` for Windows.
+The second button, **Export Project**, creates a complete executable version
+of your game, such as an ``.apk`` for Android or an ``.exe`` for Windows.
 
 
-In the "Resources" and "Features" tabs, you can customize how the game is
+In the **Resources** and **Features** tabs, you can customize how the game is
 exported for each platform. We can leave those settings alone for now.
 exported for each platform. We can leave those settings alone for now.
 
 
 Exporting by platform
 Exporting by platform
@@ -291,39 +303,44 @@ PC (Linux/macOS/Windows)
 ~~~~~~~~~~~~~~~~~~~~~~~~
 ~~~~~~~~~~~~~~~~~~~~~~~~
 
 
 Exporting PC platforms works the same across the three supported operating
 Exporting PC platforms works the same across the three supported operating
-systems. Open the export window and click "Add.." to create the preset(s) you
-want to make. Then click "Export Project" and choose a name and destination
+systems. Open the export window and click **Add...** to create the preset(s) you
+want to make. Then click **Export Project** and choose a name and destination
 folder. Choose a location *outside* of your project folder.
 folder. Choose a location *outside* of your project folder.
 
 
-Click "Save" and the engine will build the export files.
+Click **Save** and the engine will build the export files.
+
+.. note::
 
 
-.. note:: When exporting for macOS, if you export on a macOS computer, you'll
-          end up with a `.dmg` file, while using Linux or Windows
-          produces a `.zip`. In either case, the compressed file contains
-          a macOS `.app` that you can double-click and run.
+    When exporting for macOS, if you export from a macOS computer, you'll end up
+    with a ``.dmg`` file, while using Linux or Windows produces a ``.zip``. In
+    either case, the compressed file contains a macOS ``.app`` that you can
+    double-click and run.
 
 
-.. note:: On Windows, if you want your exported executable to have a different
-          icon than the default one, you need to change it manually. See:
-          :ref:`doc_changing_application_icon_for_windows`.
+.. note::
+
+    On Windows, if you want your exported executable to have a different icon
+    than the default one, you need to change it manually. See
+    :ref:`doc_changing_application_icon_for_windows`.
 
 
 Android
 Android
 ~~~~~~~
 ~~~~~~~
 
 
-.. tip:: Mobile devices come with a wide variety of capabilities.
-          In most cases, Godot's default settings will work, but mobile
-          development is sometimes more art than science, and you may
-          need to do some experimenting and searching for help in order
-          to get everything working.
+.. tip::
+
+    Mobile devices come with a wide variety of capabilities. In most cases,
+    Godot's default settings will work, but mobile development is sometimes more
+    art than science, and you may need to do some experimenting and searching
+    for help in order to get everything working.
 
 
 Before you can export your project for Android, you must download the following
 Before you can export your project for Android, you must download the following
 software:
 software:
 
 
 * Android SDK: https://developer.android.com/studio/
 * Android SDK: https://developer.android.com/studio/
-* Open JDK(version 8 is required, more recent versions won't work): https://adoptopenjdk.net/index.html
+* Open JDK (**version 8 is required**, more recent versions won't work): https://adoptopenjdk.net/index.html
 
 
-When you run Android Studio for the first time, click on *Configure -> SDK Manager*
-and install "Android SDK Platform Tools". This installs the `adb` command-line
-tool that Godot uses to communicate with your device.
+When you run Android Studio for the first time, click on **Configure -> SDK Manager**
+and install **Android SDK Platform Tools**. This installs the ``adb``
+command-line tool that Godot uses to communicate with your device.
 
 
 Next, create a debug keystore by running the following command on your
 Next, create a debug keystore by running the following command on your
 system's command line:
 system's command line:
@@ -338,11 +355,13 @@ your system and the location of the keystore you just created.
 
 
 .. image:: img/export_editor_android_settings.png
 .. image:: img/export_editor_android_settings.png
 
 
-Now you're ready to export. Click on *Project -> Export* and add a preset
-for Android (see above). Select the Android Presets and under *Options* go to
-*Screen* and set *Orientation* to "Portrait".
+Now you're ready to export. Click on **Project -> Export** and add a preset
+for Android (see above). Select the newly added Android preset. Under **Options**,
+go to **Screen** and set **Orientation** to **Portrait**. If your game is in
+landscape mode (i.e. the window width in pixels is greater than the window height),
+leave this on **Landscape**.
 
 
-Click the "Export Project" button and Godot will build an APK you can download
+Click the **Export Project** button and Godot will build an APK you can download
 on your device. To do this on the command line, use the following:
 on your device. To do this on the command line, use the following:
 
 
 .. code-block:: shell
 .. code-block:: shell
@@ -353,7 +372,7 @@ on your device. To do this on the command line, use the following:
           device's documentation for details.
           device's documentation for details.
 
 
 If your system supports it, connecting a compatible Android device will cause
 If your system supports it, connecting a compatible Android device will cause
-a "One-click Deploy" button to appear in Godot's playtest button area:
+a **One-click Deploy** button to appear in Godot's playtest button area:
 
 
 .. image:: img/export_android_oneclick.png
 .. image:: img/export_android_oneclick.png
 
 
@@ -362,33 +381,35 @@ Clicking this button builds the APK and copies it onto your device in one step.
 iOS
 iOS
 ~~~
 ~~~
 
 
-.. note:: In order to build your game for iOS, you must have a computer running
-          macOS with Xcode installed.
+.. note::
+
+    To build your game for iOS, you must have a computer running macOS with
+    Xcode installed.
 
 
 Before exporting, there are some settings that you *must* complete for the project
 Before exporting, there are some settings that you *must* complete for the project
-to export successfully. First, the "App Store Team Id", which you can find by
-logging in to your Apple developer account and looking in the "Membership" section.
+to export successfully. First, the **App Store Team Id**, which you can find by
+logging in to your Apple developer account and looking in the **Membership** section.
 
 
 You must also provide icons and splash screen images as shown below:
 You must also provide icons and splash screen images as shown below:
 
 
 .. image:: img/export_ios_settings.png
 .. image:: img/export_ios_settings.png
 
 
-Click "Export Project" and select a destination folder.
+Click **Export Project** and select a destination folder.
 
 
 Once you have successfully exported the project, you'll find the following
 Once you have successfully exported the project, you'll find the following
 folders and files have been created in your selected location:
 folders and files have been created in your selected location:
 
 
 .. image:: img/export_xcode_project_folders.png
 .. image:: img/export_xcode_project_folders.png
 
 
-You can now open the project in Xcode and build the project for iOS. Xcode
-build procedure is beyond the scope of this tutorial. See
-https://help.apple.com/xcode/mac/current/#/devc8c2a6be1 for
-more information.
+You can now open the project in Xcode and build the project for iOS.
+The Xcode build procedure is beyond the scope of this tutorial.
+See https://help.apple.com/xcode/mac/current/#/devc8c2a6be1
+for more information.
 
 
 HTML5 (web)
 HTML5 (web)
 ~~~~~~~~~~~
 ~~~~~~~~~~~
 
 
-Click "Export Project" on the HTML5 preset. We don't need to change any
+Click **Export Project** on the HTML5 preset. We don't need to change any
 of the default settings.
 of the default settings.
 
 
 When the export is complete, you'll have a folder containing the following
 When the export is complete, you'll have a folder containing the following
@@ -396,23 +417,26 @@ files:
 
 
 .. image:: img/export_web_files.png
 .. image:: img/export_web_files.png
 
 
-Viewing the `.html` file in your browser lets you play the game. However, you
-can't open the file directly, it needs to be served by a web server. If you don't
-have one set up on your computer, you can search online to find suggestions for
-your specific OS.
+Viewing the ``.html`` file in your browser lets you play the game. However, you
+can't open the file directly. Instead, it needs to be served by a web server. If
+you don't have one set up on your computer, you can search online to find
+suggestions for your specific OS.
 
 
-Point your browser at the URL where you've placed the html file. You may have
+Point your browser at the URL where you've placed the HTML file. You may have
 to wait a few moments while the game loads before you see the start screen.
 to wait a few moments while the game loads before you see the start screen.
 
 
 .. image:: img/export_web_example.png
 .. image:: img/export_web_example.png
 
 
 The console window beneath the game tells you if anything goes wrong. You can
 The console window beneath the game tells you if anything goes wrong. You can
-disable it by setting "Export With Debug" off when you export the project.
+disable it by disabling **Export With Debug** in the final file dialog that appears
+when you export the project.
 
 
 .. image:: img/export_web_export_with_debug_disabled.png
 .. image:: img/export_web_export_with_debug_disabled.png
 
 
-.. note:: While WASM is supported in all major browsers, it is still an emerging
-          technology and you may find some things that don't work. Make sure
-          you have updated your browser to the most recent version, and report
-          any bugs you find at the `Godot GitHub repository
-          <https://github.com/godotengine/godot/issues>`_.
+.. note::
+
+    While WebAssembly is supported in all major browsers, it is still an
+    emerging technology and you may find some things that don't work. Make sure
+    you have updated your browser to the most recent version, and report any
+    bugs you find on the
+    `Godot GitHub repository <https://github.com/godotengine/godot/issues>`_.

+ 9 - 2
getting_started/workflow/export/exporting_projects.rst

@@ -31,8 +31,15 @@ Another reason is that the developer might prefer a specially-compiled
 binary, which is smaller in size, more optimized and does not include
 binary, which is smaller in size, more optimized and does not include
 tools like the editor and debugger.
 tools like the editor and debugger.
 
 
-Finally, Godot has a simple but efficient system for creating DLCs as
-extra package files.
+Finally, Godot has a simple but efficient system for
+:ref:`creating DLCs as extra package files <doc_exporting_pcks>`.
+
+.. warning::
+
+    Godot does not support loading PCK files larger than 2 GB yet. If your
+    exported project data is larger than 2 GB, you will need to split it into
+    several PCK files by :ref:`exporting additional PCKs <doc_exporting_pcks>`
+    and loading them at run-time.
 
 
 On mobile
 On mobile
 ~~~~~~~~~
 ~~~~~~~~~