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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 editor
- ============================
- 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 <toc-learn-editor>`.
- 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.png
- At the top of the window, there is another tab named "Templates". 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.png
- You can also change the editor's language using the drop-down menu to the right
- of the engine's version in the window's top-right corner. By default, it is in
- English (EN).
- .. image:: img/editor_intro_language.png
- 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.png
- By default, it features **menus**, **main screens**, and playtest buttons along
- the window's top edge.
- .. image:: img/editor_intro_top_menus.png
- In the center is the **viewport** with its **toolbar** at the top, where you'll
- find tools to move, scale, or lock the scene's nodes.
- .. image:: img/editor_intro_3d_viewport.png
- On either side of the viewport sit the **docks**. And at the bottom of the
- window lies the **bottom panel**.
- The toolbar changes based on the context and selected node. Here is the 2D toolbar.
- .. image:: img/editor_intro_toolbar_2d.png
- Below is the 3D one.
- .. image:: img/editor_intro_toolbar_3d.png
- Let's look at the docks. The **FileSystem** dock lists your project files, be it
- scripts, images, audio samples, and more.
- .. image:: img/editor_intro_filesystem_dock.png
- The **Scene** dock lists the active scene's nodes.
- .. image:: img/editor_intro_scene_dock.png
- The **Inspector** allows you to edit the properties of a selected node.
- .. image:: img/editor_intro_inspector_dock.png
- 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.png
- When you click on one, it expands vertically. Below, you can see the animation editor opened.
- .. image:: img/editor_intro_bottom_panel_animation.png
- The four main screens
- ---------------------
- There are four main screen buttons centered at the top of the editor:
- 2D, 3D, Script, and AssetLib.
- 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.png
- In the **3D screen**, you can work with meshes, lights, and design levels for
- 3D games.
- .. image:: img/editor_intro_workspace_3d.png
- Notice the perspective button under the toolbar. Clicking on it opens a list of
- options related to the 3D view.
- .. image:: img/editor_intro_3d_viewport_perspective.png
- .. 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.png
- Finally, the **AssetLib** is a library of free and open-source add-ons, scripts,
- and assets to use in your projects.
- .. image:: img/editor_intro_workspace_assetlib.png
- .. 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:`Alt + Space` on macOS) 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.
- * Clicking while pressing the :kbd:`Ctrl` key on a class name, function name,
- or built-in variable in the script editor.
- .. image:: img/editor_intro_search_help_button.png
- 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.png
- Double-click on an item to open the corresponding page in the script main screen.
- .. image:: img/editor_intro_help_class_animated_sprite.png
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