customizing_editor.rst 7.3 KB

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  1. .. _doc_customizing_editor:
  2. Customizing the interface
  3. =========================
  4. Godot's interface lives in a single window by default. Since Godot 4.0, you can
  5. split several elements to separate windows to better make use of multi-monitor
  6. setups.
  7. Moving and resizing docks
  8. -------------------------
  9. Click and drag on the edge of any dock or panel to resize it horizontally or
  10. vertically:
  11. .. figure:: img/editor_ui_resize_dock.webp
  12. :align: center
  13. :alt: Resizing a dock in the editor
  14. Resizing a dock in the editor
  15. Click the "3 vertical dots" icon at the top of any dock to change its location,
  16. or split it to a separate window by choosing **Make Floating** in the submenu that appears:
  17. .. figure:: img/editor_ui_move_dock.webp
  18. :align: center
  19. :alt: Moving a dock in the editor
  20. Moving a dock in the editor
  21. To move a floating dock back to the editor window, close the dock window using
  22. the **×** button in the top-right corner of the window (or in the top-left
  23. corner on macOS). Alternatively, you can press :kbd:`Alt + F4` while the split
  24. window is focused.
  25. .. This page lacks information about:
  26. - Useful editor settings or sections of the settings window that are
  27. relevant to customizing the interface.
  28. - Layouts
  29. Splitting the script or shader editor to its own window
  30. -------------------------------------------------------
  31. .. note::
  32. This feature is only available on platforms that support spawning multiple
  33. windows: Windows, macOS and Linux.
  34. This feature is also not available if **Single Window Mode** is enabled in
  35. the Editor Settings.
  36. Since Godot 4.1, you can split the script or shader editor to its own window.
  37. To split the script editor to its own window, click the corresponding button in
  38. the top-right corner of the script editor:
  39. .. figure:: img/editor_ui_split_script_editor.webp
  40. :align: center
  41. :alt: Splitting the script editor to its own window
  42. Splitting the script editor to its own window
  43. To split the shader editor to its own window, click the corresponding button in
  44. the top-right corner of the script editor:
  45. .. figure:: img/editor_ui_split_shader_editor.webp
  46. :align: center
  47. :alt: Splitting the shader editor to its own window
  48. Splitting the shader editor to its own window
  49. To go back to the previous state (with the script/shader editor embedded in the
  50. editor window), close the split window using the **×** button in the top-right
  51. corner of the window (or in the top-left corner on macOS). Alternatively, you
  52. can press :kbd:`Alt + F4` while the split window is focused.
  53. Customizing editor layouts
  54. --------------------------
  55. You may want to save and load a dock configuration depending on the kind of task
  56. you're working on. For instance, when working on animating a character, it may
  57. be more convenient to have docks laid out in a different fashion compared to
  58. when you're designing a level.
  59. For this purpose, Godot provides a way to save and restore editor layouts.
  60. Before saving a layout, make changes to the docks you'd like to save. The
  61. following changes are persisted to the saved layout:
  62. - Moving a dock.
  63. - Resizing a dock.
  64. - Making a dock floating.
  65. - Changing a floating dock's position or size.
  66. - FileSystem dock properties: split mode, display mode, sorting order, file list
  67. display mode, selected paths and unfolded paths.
  68. .. note::
  69. Splitting the script or shader editor to its own window is *not* persisted
  70. as part of a layout.
  71. After making changes, open the **Editor** menu at the top of the editor then
  72. choose **Editor Layouts > Save**. Enter a name for the layout, then click
  73. **Save**. If you've already saved an editor layout, you can choose to override
  74. an existing layout using the list.
  75. After making changes, open the **Editor** menu at the top of the editor then
  76. choose **Editor Layouts**. In the dropdown list, you will see a list of saved
  77. editor layouts, plus **Default** which is a hardcoded editor layout that can't
  78. be removed. The default layout matches a fresh Godot installation with no
  79. changes made to the docks' position and size, and no floating docks.
  80. You can remove a layout using the **Delete** option in the **Editor Layouts**
  81. dropdown.
  82. .. tip::
  83. If you name the saved layout ``Default`` (case-sensitive), the default
  84. editor layout will be overwritten. Note that the ``Default`` does not appear
  85. in the list of layouts to overwrite until you overwrite it once, but you can
  86. still write its name manually.
  87. You can go back to the standard default layout by removing the ``Default``
  88. layout after overriding it. (This option does not appear if you haven't
  89. overridden the default layout yet.)
  90. Editor layouts are saved to a file named ``editor_layouts.cfg`` in
  91. the configuration path of the :ref:`doc_data_paths_editor_data_paths`.
  92. Customizing editor settings
  93. ---------------------------
  94. In the **Editor** menu at the top of the editor, you can find an **Editor
  95. Settings** option. This opens a window similar to the Project Settings, but with
  96. settings used by the editor. These settings are shared across all projects and
  97. are not saved in the project files.
  98. .. figure:: img/editor_settings.webp
  99. :align: center
  100. :alt: The Editor Settings window
  101. The Editor Settings window
  102. Some commonly changed settings are:
  103. - **Interface > Editor > Editor Language:** Controls the language the editor
  104. displays in. To make English tutorials easier to follow, you may want to
  105. change this to English so that menu names are identical to names referred to
  106. by tutorials. The language can also be changed in the top-right corner of the
  107. project manager.
  108. - **Interface > Editor > Display Scale:** Controls how large UI elements display
  109. on screen. The default **Auto** setting finds a suitable value based on your
  110. display's DPI and resolution. Due to engine limitations, it only takes the
  111. display-provided scaling factor on macOS, not on Windows or Linux.
  112. - **Interface > Editor > Single Window Mode:** If enabled, this forces the
  113. editor to use a single window. This disables certain features such as
  114. splitting the script/shaders editor to their own window. Single-window mode
  115. can be more stable, especially on Linux when using Wayland.
  116. - **Interface > Theme > Preset:** The editor theme preset to use. The **Light** theme
  117. preset may be easier to read if you're outdoors or in a room with sunlight.
  118. The **Black (OLED)** preset can reduce power consumption on OLED displays,
  119. which are increasingly common in laptops and phones/tablets.
  120. - **FileSystem > Directories > Autoscan Project Path:** This can be set to a
  121. folder path that will be automatically scanned for projects in the project
  122. manager every time it starts.
  123. - **FileSystem > Directories > Default Project Path:** Controls the default
  124. location where new projects are created in the project manager.
  125. - **Editors > 3D > Emulate Numpad:** This allows using the top row 0-9 keys in
  126. the 3D editor as their equivalent numpad keys. It's recommended to enable this
  127. option if you don't have a number pad on your keyboard.
  128. - **Editors > 3D > Emulate 3 Button Mouse:** This allows using the pan, zoom and
  129. orbit modifiers in the 3D editor even when not holding down any mouse button.
  130. It's recommended to enable this option if you're using a trackpad.
  131. See the :ref:`class_EditorSettings` class reference for a complete description
  132. of most editor settings. You can also hover an editor setting's name with the
  133. mouse in the Editor Settings to show its description.