first_look_at_the_editor.rst 7.4 KB

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  1. .. This page is only here to introduce the interface to the user broadly. To
  2. cover individual areas in greater detail, write the corresponding pages in
  3. the most appropriate section, and link them. E.g. the animation editor goes
  4. to the animation section. General pages, for instance, about the Project
  5. Manager, should go in the editor manual.
  6. .. _doc_intro_to_the_editor_interface:
  7. First look at Godot's interface
  8. ===============================
  9. This page will give you a brief overview of Godot's interface. We're going to
  10. look at the different main screens and docks to help you situate yourself.
  11. .. seealso:: For a comprehensive breakdown of the editor's interface and how to
  12. use it, see the :ref:`Editor manual <doc_editor_introduction>`.
  13. The Project Manager
  14. -------------------
  15. When you launch Godot, the first window you see is the Project Manager. In the
  16. default tab **Projects**, you can manage existing projects, import or create new
  17. ones, and more.
  18. .. image:: img/editor_intro_project_manager.webp
  19. At the top of the window, there is another tab named **Asset Library**. The first
  20. time you go to this tab you'll see a "Go Online" button. For privacy reasons, the Godot
  21. project manager does not access the internet by default. To change this click
  22. the "Go Online" button. You can change this option later in the settings.
  23. Once your network mode is set to "online", you can search for demo projects in the open
  24. source asset library, which includes many projects developed by the community:
  25. .. image:: img/editor_intro_project_templates.webp
  26. The Project Manager's settings can be opened using the **Settings** menu:
  27. .. image:: img/editor_intro_settings.webp
  28. From here, you can change the editor's language (default is the system language), interface theme, display
  29. scale, network mode, and also the directory naming convention.
  30. .. seealso:: To learn the Project Manager's ins and outs, read
  31. :ref:`doc_project_manager`.
  32. First look at Godot's editor
  33. ----------------------------
  34. When you open a new or an existing project, the editor's interface appears.
  35. Let's look at its main areas:
  36. .. image:: img/editor_intro_editor_empty.webp
  37. By default, along the window's top edge, it features **main menu** on the left, **workspace** switching
  38. buttons in the center (active workspace is highlighted), and **playtest** buttons and the
  39. **Movie Maker Mode** toggle on the right:
  40. .. image:: img/editor_intro_top_menus.webp
  41. Just below the workspace buttons, the opened :ref:`scenes <doc_key_concepts_overview_scenes>`
  42. as tabs are seen. The plus (+) button right next to the tabs will add a new scene to the project.
  43. With the button on the far right, distraction-free mode can be toggled, which maximizes or restores
  44. the **viewport**'s size by hiding **docks** in the interface:
  45. .. image:: img/editor_intro_scene_selector.webp
  46. In the center, below the scene selector is the **viewport** with its **toolbar** at the top, where you'll
  47. find different tools to move, scale, or lock the scene's nodes (currently the 3D workspace is active):
  48. .. image:: img/editor_intro_3d_viewport.webp
  49. This toolbar changes based on the context and selected node. Here is the 2D toolbar:
  50. .. image:: img/editor_intro_toolbar_2d.webp
  51. Below is the 3D one:
  52. .. image:: img/editor_intro_toolbar_3d.webp
  53. .. seealso:: To learn more on workspaces, read :ref:`doc_intro_to_the_editor_interface_five_screens`.
  54. .. seealso:: To learn more on the 3D viewport and 3D in general, read :ref:`doc_introduction_to_3d`.
  55. On either side of the viewport sit the **docks**. And at the bottom of the
  56. window lies the **bottom panel**.
  57. Let's look at the docks. The **FileSystem** dock lists your project files, including
  58. scripts, images, audio samples, and more:
  59. .. image:: img/editor_intro_filesystem_dock.webp
  60. The **Scene** dock lists the active scene's nodes:
  61. .. image:: img/editor_intro_scene_dock.webp
  62. The **Inspector** allows you to edit the properties of a selected node:
  63. .. image:: img/editor_intro_inspector_dock.webp
  64. .. seealso:: To read more on inspector, see :ref:`doc_editor_inspector_dock`.
  65. .. seealso:: Docks can be customized. Read more on :ref:`doc_customizing_editor_moving_docks`.
  66. The **bottom panel**, situated below the viewport, is the host for the debug
  67. console, the animation editor, the audio mixer, and more. They can take precious
  68. space, that's why they're folded by default:
  69. .. image:: img/editor_intro_bottom_panels.webp
  70. When you click on one, it expands vertically. Below, you can see the animation editor opened:
  71. .. image:: img/editor_intro_bottom_panel_animation.webp
  72. Bottom panels can also be shown or hidden using the shortcuts defined in
  73. **Editor Settings > Shortcuts**, under the **Bottom Panels** category.
  74. .. _doc_intro_to_the_editor_interface_five_screens:
  75. The five main screens
  76. ---------------------
  77. There are five main screen buttons centered at the top of the editor:
  78. 2D, 3D, Script, Game and Asset Library.
  79. You'll use the **2D screen** for all types of games. In addition to 2D games,
  80. the 2D screen is where you'll build your interfaces.
  81. .. image:: img/editor_intro_workspace_2d.webp
  82. In the **3D screen**, you can work with meshes, lights, and design levels for
  83. 3D games.
  84. .. image:: img/editor_intro_workspace_3d.webp
  85. .. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D
  86. main screen**.
  87. The **Game screen** is where your project will appear when running it from
  88. the editor. You can go through your project to test it, and pause it and
  89. adjust it in real time. Note that this is for testing how adjustments would
  90. work, any changes made here are not saved when the game stops running.
  91. .. image:: img/editor_intro_workspace_game.webp
  92. The **Script screen** is a complete code editor with a debugger, rich
  93. auto-completion, and built-in code reference.
  94. .. image:: img/editor_intro_workspace_script.webp
  95. Finally, the **Asset Library** is a library of free and open source add-ons, scripts,
  96. and assets to use in your projects.
  97. .. image:: img/editor_intro_workspace_assetlib.webp
  98. .. seealso:: You can learn more about the asset library in
  99. :ref:`doc_what_is_assetlib`.
  100. .. _doc_intro_to_the_editor_interface_integrated_class_reference:
  101. Integrated class reference
  102. --------------------------
  103. Godot comes with a built-in class reference.
  104. You can search for information about a class, method, property, constant, or
  105. signal by any one of the following methods:
  106. * Pressing :kbd:`F1` (or :kbd:`Opt + Space` on macOS, or :kbd:`Fn + F1` for laptops
  107. with a :kbd:`Fn` key) anywhere in the editor.
  108. * Clicking the "Search Help" button in the top-right of the Script main screen.
  109. * Clicking on the Help menu and Search Help.
  110. * :kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function name,
  111. or built-in variable in the script editor.
  112. .. image:: img/editor_intro_search_help_button.webp
  113. When you do any of these, a window pops up. Type to search for any item. You can
  114. also use it to browse available objects and methods.
  115. .. image:: img/editor_intro_search_help.webp
  116. Double-click on an item to open the corresponding page in the script main screen.
  117. .. image:: img/editor_intro_help_class_animated_sprite.webp
  118. Alternatively,
  119. * Clicking while pressing the :kbd:`Ctrl` key on a class name, function name,
  120. or built-in variable in the script editor.
  121. * Right-clicking on nodes and choosing **Open Documentation** or choosing **Lookup Symbol**
  122. for elements in script editor will directly open their documentation.