project_manager.rst 7.0 KB

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  1. .. _doc_project_manager:
  2. Using the Project Manager
  3. =========================
  4. When you launch Godot, the first window you see is the Project Manager. It lets
  5. you create, remove, import, or play game projects:
  6. .. image:: img/editor_ui_intro_project_manager_01.webp
  7. To change the editors language click on the **Settings** Button in the top right
  8. corner:
  9. .. image:: img/editor_ui_intro_project_manager_02.webp
  10. In Project Manager Settings, you can change the interface **language** from the language
  11. dropdown menu, which is the system default language by default.
  12. You can also change the **theme** and **color preset** of the editor,
  13. the **display scale** for different interface
  14. element sizes, and the availability of online functionality using **network mode**.
  15. If network mode is online, Godot will also check and inform you about new versions of Godot.
  16. The **directory naming convention** can also be changed to replace spaces according to the chosen format
  17. when creating folders automatically.
  18. .. image:: img/editor_ui_intro_project_manager_10.webp
  19. .. _doc_creating_and_importing_projects:
  20. Creating and importing projects
  21. -------------------------------
  22. To create a new project:
  23. 1. Click the **Create** button on the top-left of the window.
  24. 2. Give the project a name, then open the file browser using the **Browse** button,
  25. and choose an empty folder on your computer to save the files. Alternatively,
  26. you can enable **Create Folder** option to automatically create a new sub-folder
  27. with the project name, following the directory naming convention set in the
  28. settings. An empty folder will show a green tick on the right.
  29. 3. Select one of the renderers (this can also be changed later).
  30. 4. Click the :ui:`Create` button to create the project folder and open it in the editor.
  31. .. image:: img/editor_ui_intro_project_manager_04.webp
  32. .. note:: You can optionally choose a version control system. Currently, only
  33. `git <https://git-scm.com>`__ is supported and it needs the Godot Git Plugin to be installed,
  34. either manually or using the :ref:`Asset Library <doc_using_assetlib>`. To learn more about the Godot Git Plugin, see its `wiki <https://github.com/godotengine/godot-git-plugin/wiki>`__.
  35. Using the file browser
  36. ~~~~~~~~~~~~~~~~~~~~~~
  37. From the **Create New Project** window, click the **Browse** button to open
  38. Godot's file browser. You can pick a location or type the folder's path in the
  39. **Path** field, after choosing a drive.
  40. Left of the path field on the top row contains arrows to navigate backward and forward through the last
  41. visited locations.
  42. The up arrow navigates to parent folder.
  43. On the right side of the path field, there are buttons to refresh the current folder's contents,
  44. favorite/unfavorite the current folder, and show/hide hidden folders.
  45. Next, the buttons to switch the display type of the folders and files between grid view and list view
  46. are seen.
  47. The last button on the right will create a new folder.
  48. Favorited folders will be displayed on the left side under the **Favorites** section. You can sort the
  49. favorites using the up and down buttons in this section.
  50. Last chosen folders will be listed under the **Recent** list.
  51. .. image:: img/editor_ui_intro_project_manager_05.webp
  52. Opening and importing projects
  53. ------------------------------
  54. The next time you open the Project Manager, you'll see your new project in the
  55. list. Double click on it to open it in the editor.
  56. .. image:: img/editor_ui_intro_project_manager_06.webp
  57. You can similarly import existing projects using the **Import** button. Locate the
  58. folder that contains the project or the **project.godot** file to import and
  59. edit it.
  60. .. image:: img/editor_ui_intro_project_manager_08.webp
  61. Alternatively, it is possible to choose a zip file to be automatically extracted by Godot.
  62. When the folder path is correct, you'll see a green checkmark.
  63. .. image:: img/editor_ui_intro_project_manager_09.webp
  64. .. _doc_project_manager_downloading_demos:
  65. Downloading demos and templates
  66. -------------------------------
  67. From the **Asset Library** tab you can download open source project
  68. templates and demos from the :ref:`Asset Library <toc-learn-features-assetlib>` to help
  69. you get started faster.
  70. The first time you open this tab you'll notice that it's asking you to go online.
  71. For privacy reasons the project manager, and Godot editor, can't access the internet
  72. by default. To enable accessing the internet click the **Go Online** button. This will
  73. also allow project manager to notify you about updates. If you wish to turn this off
  74. in the future go into project manager settings and change **Network Mode** to "Offline"
  75. Now that Godot is connected to the internet you can download a demo or template, to
  76. do this:
  77. 1. Click on its title.
  78. 2. On the page that opens, click the download button.
  79. 3. Once it finished downloading, click install and choose where you want to save
  80. the project.
  81. .. image:: img/editor_ui_intro_project_manager_03.webp
  82. Managing projects with tags
  83. ---------------------------
  84. For users with a lot of projects on one PC it can be a lot to keep track of. To aid
  85. in this Godot allows you to create project tags. To add a tag to a project click on the
  86. project in the project manager, then click on the **Manage Tags** button
  87. .. image:: img/editor_ui_intro_project_manager_11.webp
  88. This will open up the manage project tags window. To add a tag click the plus button.
  89. .. image:: img/editor_ui_intro_project_manager_12.webp
  90. Type out the tag name, and click **OK**. Your project will now have a tag added to it.
  91. These tags can be used for any other project in your project manager.
  92. To show projects with a specific tag only, you can click on the tags or write ``tag:``
  93. and type the tag you would like to search for in the filter bar. To limit the results
  94. using multiple tags, you can click on another tag or add ``tag:`` after
  95. a space and type another tag in the filter bar.
  96. In addition, tags will stay with projects. So if you tag your project, send it to
  97. another machine, and import it into the project manager you will see the tags
  98. you created.
  99. To remove a tag from your project manager it must be removed from all the projects it's
  100. used by. Once that's done close the project manager, open it up again, and the tag should
  101. be gone.
  102. Recovery Mode
  103. -------------
  104. If a project is immediately crashing on startup, or crashing frequently during
  105. editing it can be opened in recovery mode, to attempt to make it more stable
  106. while looking for the source of the crashing to fix it.
  107. Usually a project should open in recovery mode automatically when you re-open it
  108. after a crash. If it doesn't you can manually open recovery mode by selecting the
  109. project in the project manager, to do that select the project from your list of
  110. projects, click the dropdown button next to the edit node, and select ``Edit in
  111. recovery mode``.
  112. .. image:: img/editor_ui_intro_project_manager_13.webp
  113. While in recovery mode the following are disabled:
  114. - Tool scripts
  115. - Editor plugins
  116. - GDExtension addons
  117. - Automatic scene restoring
  118. - Running the project
  119. It is recommended that you backup your project before editing it in recovery
  120. mode.