first_look_at_the_editor.rst 5.1 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 editor
  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 <toc-learn-editor>`.
  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.png
  19. At the top of the window, there is another tab named "Templates". You can search
  20. for demo projects in the open-source asset library, which includes many projects
  21. developed by the community.
  22. .. image:: img/editor_intro_project_templates.png
  23. You can also change the editor's language using the drop-down menu to the right
  24. of the engine's version in the window's top-right corner. By default, it is in
  25. English (EN).
  26. .. image:: img/editor_intro_language.png
  27. First look at Godot's editor
  28. ----------------------------
  29. When you open a new or an existing project, the editor's interface appears.
  30. Let's look at its main areas.
  31. .. image:: img/editor_intro_editor_empty.png
  32. By default, it features **menus**, **main screens**, and playtest buttons along
  33. the window's top edge.
  34. .. image:: img/editor_intro_top_menus.png
  35. In the center is the **viewport** with its **toolbar** at the top, where you'll
  36. find tools to move, scale, or lock the scene's nodes.
  37. .. image:: img/editor_intro_3d_viewport.png
  38. On either side of the viewport sit the **docks**. And at the bottom of the
  39. window lies the **bottom panel**.
  40. The toolbar changes based on the context and selected node. Here is the 2D toolbar.
  41. .. image:: img/editor_intro_toolbar_2d.png
  42. Below is the 3D one.
  43. .. image:: img/editor_intro_toolbar_3d.png
  44. Let's look at the docks. The **FileSystem** dock lists your project files, be it
  45. scripts, images, audio samples, and more.
  46. .. image:: img/editor_intro_filesystem_dock.png
  47. The **Scene** dock lists the active scene's nodes.
  48. .. image:: img/editor_intro_scene_dock.png
  49. The **Inspector** allows you to edit the properties of a selected node.
  50. .. image:: img/editor_intro_inspector_dock.png
  51. The **bottom panel**, situated below the viewport, is the host for the debug
  52. console, the animation editor, the audio mixer, and more. They can take precious
  53. space, that's why they're folded by default.
  54. .. image:: img/editor_intro_bottom_panels.png
  55. When you click on one, it expands vertically. Below, you can see the animation editor opened.
  56. .. image:: img/editor_intro_bottom_panel_animation.png
  57. The four main screens
  58. ---------------------
  59. There are four main screen buttons centered at the top of the editor:
  60. 2D, 3D, Script, and AssetLib.
  61. You'll use the **2D screen** for all types of games. In addition to 2D games,
  62. the 2D screen is where you'll build your interfaces.
  63. .. image:: img/editor_intro_workspace_2d.png
  64. In the **3D screen**, you can work with meshes, lights, and design levels for
  65. 3D games.
  66. .. image:: img/editor_intro_workspace_3d.png
  67. Notice the perspective button under the toolbar. Clicking on it opens a list of
  68. options related to the 3D view.
  69. .. image:: img/editor_intro_3d_viewport_perspective.png
  70. .. note:: Read :ref:`doc_introduction_to_3d` for more detail about the **3D
  71. main screen**.
  72. The **Script screen** is a complete code editor with a debugger, rich
  73. auto-completion, and built-in code reference.
  74. .. image:: img/editor_intro_workspace_script.png
  75. Finally, the **AssetLib** is a library of free and open-source add-ons, scripts,
  76. and assets to use in your projects.
  77. .. image:: img/editor_intro_workspace_assetlib.png
  78. .. seealso:: You can learn more about the asset library in
  79. :ref:`doc_what_is_assetlib`.
  80. Integrated class reference
  81. --------------------------
  82. Godot comes with a built-in class reference.
  83. You can search for information about a class, method, property, constant, or
  84. signal by any one of the following methods:
  85. * Pressing :kbd:`F1` (or :kbd:`Alt + Space` on macOS) anywhere in the editor.
  86. * Clicking the "Search Help" button in the top-right of the Script main screen.
  87. * Clicking on the Help menu and Search Help.
  88. * Clicking while pressing the :kbd:`Ctrl` key on a class name, function name,
  89. or built-in variable in the script editor.
  90. .. image:: img/editor_intro_search_help_button.png
  91. When you do any of these, a window pops up. Type to search for any item. You can
  92. also use it to browse available objects and methods.
  93. .. image:: img/editor_intro_search_help.png
  94. Double-click on an item to open the corresponding page in the script main screen.
  95. .. image:: img/editor_intro_help_class_animated_sprite.png