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- .. 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 <doc_editor_introduction>`.
- 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 <doc_key_concepts_overview_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.
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