.. This page is only here to introduce the interface to the user broadly. To cover individual areas in greater detail, write the corresponding pages in the most appropriate section, and link them. E.g. the animation editor goes to the animation section. General pages, for instance, about the Project Manager, should go in the editor manual. .. _doc_intro_to_the_editor_interface: First look at Godot's interface =============================== This page will give you a brief overview of Godot's interface. We're going to look at the different main screens and docks to help you situate yourself. .. seealso:: For a comprehensive breakdown of the editor's interface and how to use it, see the :ref:`Editor manual `. The Project Manager ------------------- When you launch Godot, the first window you see is the Project Manager. In the default tab **Projects**, you can manage existing projects, import or create new ones, and more. .. image:: img/editor_intro_project_manager.webp At the top of the window, there is another tab named **Asset Library**. The first time you go to this tab you'll see a "Go Online" button. For privacy reasons, the Godot project manager does not access the internet by default. To change this click the "Go Online" button. You can change this option later in the settings. Once your network mode is set to "online", you can search for demo projects in the open source asset library, which includes many projects developed by the community: .. image:: img/editor_intro_project_templates.webp The Project Manager's settings can be opened using the **Settings** menu: .. image:: img/editor_intro_settings.webp From here, you can change the editor's language (default is the system language), interface theme, display scale, network mode, and also the directory naming convention. .. seealso:: To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`. First look at Godot's editor ---------------------------- When you open a new or an existing project, the editor's interface appears. Let's look at its main areas: .. image:: img/editor_intro_editor_empty.webp By default, along the window's top edge, it features **main menu** on the left, **workspace** switching buttons in the center (active workspace is highlighted), and **playtest** buttons on the right: .. image:: img/editor_intro_top_menus.webp Just below the workspace buttons, the opened :ref:`scenes ` as tabs are seen. The plus (+) button right next to the tabs will add a new scene to the project. With the button on the far right, distraction-free mode can be toggled, which maximizes or restores the **viewport**'s size by hiding **docks** in the interface: .. image:: img/editor_intro_scene_selector.webp In the center, below the scene selector is the **viewport** with its **toolbar** at the top, where you'll find different tools to move, scale, or lock the scene's nodes (currently the 3D workspace is active): .. image:: img/editor_intro_3d_viewport.webp This toolbar changes based on the context and selected node. Here is the 2D toolbar: .. image:: img/editor_intro_toolbar_2d.webp Below is the 3D one: .. image:: img/editor_intro_toolbar_3d.webp .. seealso:: To learn more on workspaces, read :ref:`doc_intro_to_the_editor_interface_four_screens`. .. seealso:: To learn more on the 3D viewport and 3D in general, read :ref:`doc_introduction_to_3d`. On either side of the viewport sit the **docks**. And at the bottom of the window lies the **bottom panel**. Let's look at the docks. The **FileSystem** dock lists your project files, including scripts, images, audio samples, and more: .. image:: img/editor_intro_filesystem_dock.webp The **Scene** dock lists the active scene's nodes: .. image:: img/editor_intro_scene_dock.webp The **Inspector** allows you to edit the properties of a selected node: .. image:: img/editor_intro_inspector_dock.webp .. seealso:: To read more on inspector, see :ref:`doc_editor_inspector_dock`. .. seealso:: Docks can be customized. Read more on :ref:`doc_customizing_editor_moving_docks`. The **bottom panel**, situated below the viewport, is the host for the debug console, the animation editor, the audio mixer, and more. They can take precious space, that's why they're folded by default: .. image:: img/editor_intro_bottom_panels.webp When you click on one, it expands vertically. Below, you can see the animation editor opened: .. image:: img/editor_intro_bottom_panel_animation.webp Bottom panels can also be shown or hidden using the shortcuts defined in **Editor Settings > Shortcuts**, under the **Bottom Panels** category. .. _doc_intro_to_the_editor_interface_four_screens: The four main screens --------------------- There are four main screen buttons centered at the top of the editor: 2D, 3D, Script, and Asset Library. You'll use the **2D screen** for all types of games. In addition to 2D games, the 2D screen is where you'll build your interfaces. .. image:: img/editor_intro_workspace_2d.webp In the **3D screen**, you can work with meshes, lights, and design levels for 3D games. .. image:: img/editor_intro_workspace_3d.webp .. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D main screen**. The **Script screen** is a complete code editor with a debugger, rich auto-completion, and built-in code reference. .. image:: img/editor_intro_workspace_script.webp Finally, the **Asset Library** is a library of free and open source add-ons, scripts, and assets to use in your projects. .. image:: img/editor_intro_workspace_assetlib.webp .. seealso:: You can learn more about the asset library in :ref:`doc_what_is_assetlib`. Integrated class reference -------------------------- Godot comes with a built-in class reference. You can search for information about a class, method, property, constant, or signal by any one of the following methods: * Pressing :kbd:`F1` (or :kbd:`Opt + Space` on macOS, or :kbd:`Fn + F1` for laptops with a :kbd:`Fn` key) anywhere in the editor. * Clicking the "Search Help" button in the top-right of the Script main screen. * Clicking on the Help menu and Search Help. * :kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function name, or built-in variable in the script editor. .. image:: img/editor_intro_search_help_button.webp When you do any of these, a window pops up. Type to search for any item. You can also use it to browse available objects and methods. .. image:: img/editor_intro_search_help.webp Double-click on an item to open the corresponding page in the script main screen. .. image:: img/editor_intro_help_class_animated_sprite.webp Alternatively, * Clicking while pressing the :kbd:`Ctrl` key on a class name, function name, or built-in variable in the script editor. * Right-clicking on nodes and choosing **Open Documentation** or choosing **Lookup Symbol** for elements in script editor will directly open their documentation.