customizing_editor.rst 7.4 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. .. _doc_customizing_editor_moving_docks:
  8. Moving and resizing docks
  9. -------------------------
  10. Click and drag on the edge of any dock or panel to resize it horizontally or
  11. vertically:
  12. .. figure:: img/editor_ui_resize_dock.webp
  13. :align: center
  14. :alt: Resizing a dock in the editor
  15. Resizing a dock in the editor
  16. Click the "3 vertical dots" icon at the top of any dock to change its location,
  17. or split it to a separate window by choosing **Make Floating** in the submenu that appears:
  18. .. figure:: img/editor_ui_move_dock.webp
  19. :align: center
  20. :alt: Moving a dock in the editor
  21. Moving a dock in the editor
  22. To move a floating dock back to the editor window, close the dock window using
  23. the **×** button in the top-right corner of the window (or in the top-left
  24. corner on macOS). Alternatively, you can press :kbd:`Alt + F4` while the split
  25. window is focused.
  26. .. This page lacks information about:
  27. - Useful editor settings or sections of the settings window that are
  28. relevant to customizing the interface.
  29. - Layouts
  30. Splitting the script or shader editor to its own window
  31. -------------------------------------------------------
  32. .. note::
  33. This feature is only available on platforms that support spawning multiple
  34. windows: Windows, macOS and Linux.
  35. This feature is also not available if **Single Window Mode** is enabled in
  36. the Editor Settings.
  37. Since Godot 4.1, you can split the script or shader editor to its own window.
  38. To split the script editor to its own window, click the corresponding button in
  39. the top-right corner of the script editor:
  40. .. figure:: img/editor_ui_split_script_editor.webp
  41. :align: center
  42. :alt: Splitting the script editor to its own window
  43. Splitting the script editor to its own window
  44. To split the shader editor to its own window, click the corresponding button in
  45. the top-right corner of the script editor:
  46. .. figure:: img/editor_ui_split_shader_editor.webp
  47. :align: center
  48. :alt: Splitting the shader editor to its own window
  49. Splitting the shader editor to its own window
  50. To go back to the previous state (with the script/shader editor embedded in the
  51. editor window), close the split window using the **×** button in the top-right
  52. corner of the window (or in the top-left corner on macOS). Alternatively, you
  53. can press :kbd:`Alt + F4` while the split window is focused.
  54. Customizing editor layouts
  55. --------------------------
  56. You may want to save and load a dock configuration depending on the kind of task
  57. you're working on. For instance, when working on animating a character, it may
  58. be more convenient to have docks laid out in a different fashion compared to
  59. when you're designing a level.
  60. For this purpose, Godot provides a way to save and restore editor layouts.
  61. Before saving a layout, make changes to the docks you'd like to save. The
  62. following changes are persisted to the saved layout:
  63. - Moving a dock.
  64. - Resizing a dock.
  65. - Making a dock floating.
  66. - Changing a floating dock's position or size.
  67. - FileSystem dock properties: split mode, display mode, sorting order, file list
  68. display mode, selected paths and unfolded paths.
  69. .. note::
  70. Splitting the script or shader editor to its own window is *not* persisted
  71. as part of a layout.
  72. After making changes, open the **Editor** menu at the top of the editor then
  73. choose **Editor Layouts > Save**. Enter a name for the layout, then click
  74. **Save**. If you've already saved an editor layout, you can choose to override
  75. an existing layout using the list.
  76. After making changes, open the **Editor** menu at the top of the editor then
  77. choose **Editor Layouts**. In the dropdown list, you will see a list of saved
  78. editor layouts, plus **Default** which is a hardcoded editor layout that can't
  79. be removed. The default layout matches a fresh Godot installation with no
  80. changes made to the docks' position and size, and no floating docks.
  81. You can remove a layout using the **Delete** option in the **Editor Layouts**
  82. dropdown.
  83. .. tip::
  84. If you name the saved layout ``Default`` (case-sensitive), the default
  85. editor layout will be overwritten. Note that the ``Default`` does not appear
  86. in the list of layouts to overwrite until you overwrite it once, but you can
  87. still write its name manually.
  88. You can go back to the standard default layout by removing the ``Default``
  89. layout after overriding it. (This option does not appear if you haven't
  90. overridden the default layout yet.)
  91. Editor layouts are saved to a file named ``editor_layouts.cfg`` in
  92. the configuration path of the :ref:`doc_data_paths_editor_data_paths`.
  93. Customizing editor settings
  94. ---------------------------
  95. In the **Editor** menu at the top of the editor, you can find an **Editor
  96. Settings** option. This opens a window similar to the Project Settings, but with
  97. settings used by the editor. These settings are shared across all projects and
  98. are not saved in the project files.
  99. .. figure:: img/editor_settings.webp
  100. :align: center
  101. :alt: The Editor Settings window
  102. The Editor Settings window
  103. Some commonly changed settings are:
  104. - **Interface > Editor > Editor Language:** Controls the language the editor
  105. displays in. To make English tutorials easier to follow, you may want to
  106. change this to English so that menu names are identical to names referred to
  107. by tutorials. The language can also be changed in the top-right corner of the
  108. project manager.
  109. - **Interface > Editor > Display Scale:** Controls how large UI elements display
  110. on screen. The default **Auto** setting finds a suitable value based on your
  111. display's DPI and resolution. Due to engine limitations, it only takes the
  112. display-provided scaling factor on macOS, not on Windows or Linux.
  113. - **Interface > Editor > Single Window Mode:** If enabled, this forces the
  114. editor to use a single window. This disables certain features such as
  115. splitting the script/shaders editor to their own window. Single-window mode
  116. can be more stable, especially on Linux when using Wayland.
  117. - **Interface > Theme > Preset:** The editor theme preset to use. The **Light** theme
  118. preset may be easier to read if you're outdoors or in a room with sunlight.
  119. The **Black (OLED)** preset can reduce power consumption on OLED displays,
  120. which are increasingly common in laptops and phones/tablets.
  121. - **FileSystem > Directories > Autoscan Project Path:** This can be set to a
  122. folder path that will be automatically scanned for projects in the project
  123. manager every time it starts.
  124. - **FileSystem > Directories > Default Project Path:** Controls the default
  125. location where new projects are created in the project manager.
  126. - **Editors > 3D > Emulate Numpad:** This allows using the top row 0-9 keys in
  127. the 3D editor as their equivalent numpad keys. It's recommended to enable this
  128. option if you don't have a number pad on your keyboard.
  129. - **Editors > 3D > Emulate 3 Button Mouse:** This allows using the pan, zoom and
  130. orbit modifiers in the 3D editor even when not holding down any mouse button.
  131. It's recommended to enable this option if you're using a trackpad.
  132. See the :ref:`class_EditorSettings` class reference for a complete description
  133. of most editor settings. You can also hover an editor setting's name with the
  134. mouse in the Editor Settings to show its description.