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- .. _doc_customizing_editor:
- Customizing the interface
- =========================
- Godot's interface lives in a single window by default. Since Godot 4.0, you can
- split several elements to separate windows to better make use of multi-monitor
- setups.
- .. _doc_customizing_editor_moving_docks:
- Moving and resizing docks
- -------------------------
- Click and drag on the edge of any dock or panel to resize it horizontally or
- vertically:
- .. figure:: img/editor_ui_resize_dock.webp
- :align: center
- :alt: Resizing a dock in the editor
- Resizing a dock in the editor
- Click the "3 vertical dots" icon at the top of any dock to change its location,
- or split it to a separate window by choosing **Make Floating** in the submenu that appears:
- .. figure:: img/editor_ui_move_dock.webp
- :align: center
- :alt: Moving a dock in the editor
- Moving a dock in the editor
- To move a floating dock back to the editor window, close the dock window using
- the **×** button in the top-right corner of the window (or in the top-left
- corner on macOS). Alternatively, you can press :kbd:`Alt + F4` while the split
- window is focused.
- .. This page lacks information about:
- - Useful editor settings or sections of the settings window that are
- relevant to customizing the interface.
- - Layouts
- Splitting the script or shader editor to its own window
- -------------------------------------------------------
- .. note::
- This feature is only available on platforms that support spawning multiple
- windows: Windows, macOS and Linux.
- This feature is also not available if **Single Window Mode** is enabled in
- the Editor Settings.
- Since Godot 4.1, you can split the script or shader editor to its own window.
- To split the script editor to its own window, click the corresponding button in
- the top-right corner of the script editor:
- .. figure:: img/editor_ui_split_script_editor.webp
- :align: center
- :alt: Splitting the script editor to its own window
- Splitting the script editor to its own window
- To split the shader editor to its own window, click the corresponding button in
- the top-right corner of the script editor:
- .. figure:: img/editor_ui_split_shader_editor.webp
- :align: center
- :alt: Splitting the shader editor to its own window
- Splitting the shader editor to its own window
- To go back to the previous state (with the script/shader editor embedded in the
- editor window), close the split window using the **×** button in the top-right
- corner of the window (or in the top-left corner on macOS). Alternatively, you
- can press :kbd:`Alt + F4` while the split window is focused.
- Customizing editor layouts
- --------------------------
- You may want to save and load a dock configuration depending on the kind of task
- you're working on. For instance, when working on animating a character, it may
- be more convenient to have docks laid out in a different fashion compared to
- when you're designing a level.
- For this purpose, Godot provides a way to save and restore editor layouts.
- Before saving a layout, make changes to the docks you'd like to save. The
- following changes are persisted to the saved layout:
- - Moving a dock.
- - Resizing a dock.
- - Making a dock floating.
- - Changing a floating dock's position or size.
- - FileSystem dock properties: split mode, display mode, sorting order, file list
- display mode, selected paths and unfolded paths.
- .. note::
- Splitting the script or shader editor to its own window is *not* persisted
- as part of a layout.
- After making changes, open the **Editor** menu at the top of the editor then
- choose **Editor Layouts > Save**. Enter a name for the layout, then click
- **Save**. If you've already saved an editor layout, you can choose to override
- an existing layout using the list.
- After making changes, open the **Editor** menu at the top of the editor then
- choose **Editor Layouts**. In the dropdown list, you will see a list of saved
- editor layouts, plus **Default** which is a hardcoded editor layout that can't
- be removed. The default layout matches a fresh Godot installation with no
- changes made to the docks' position and size, and no floating docks.
- You can remove a layout using the **Delete** option in the **Editor Layouts**
- dropdown.
- .. tip::
- If you name the saved layout ``Default`` (case-sensitive), the default
- editor layout will be overwritten. Note that the ``Default`` does not appear
- in the list of layouts to overwrite until you overwrite it once, but you can
- still write its name manually.
- You can go back to the standard default layout by removing the ``Default``
- layout after overriding it. (This option does not appear if you haven't
- overridden the default layout yet.)
- Editor layouts are saved to a file named ``editor_layouts.cfg`` in
- the configuration path of the :ref:`doc_data_paths_editor_data_paths`.
- Customizing editor settings
- ---------------------------
- In the **Editor** menu at the top of the editor, you can find an **Editor
- Settings** option. This opens a window similar to the Project Settings, but with
- settings used by the editor. These settings are shared across all projects and
- are not saved in the project files.
- .. figure:: img/editor_settings.webp
- :align: center
- :alt: The Editor Settings window
- The Editor Settings window
- Some commonly changed settings are:
- - **Interface > Editor > Editor Language:** Controls the language the editor
- displays in. To make English tutorials easier to follow, you may want to
- change this to English so that menu names are identical to names referred to
- by tutorials. The language can also be changed in the top-right corner of the
- project manager.
- - **Interface > Editor > Display Scale:** Controls how large UI elements display
- on screen. The default **Auto** setting finds a suitable value based on your
- display's DPI and resolution. Due to engine limitations, it only takes the
- display-provided scaling factor on macOS, not on Windows or Linux.
- - **Interface > Editor > Single Window Mode:** If enabled, this forces the
- editor to use a single window. This disables certain features such as
- splitting the script/shaders editor to their own window. Single-window mode
- can be more stable, especially on Linux when using Wayland.
- - **Interface > Theme > Preset:** The editor theme preset to use. The **Light** theme
- preset may be easier to read if you're outdoors or in a room with sunlight.
- The **Black (OLED)** preset can reduce power consumption on OLED displays,
- which are increasingly common in laptops and phones/tablets.
- - **FileSystem > Directories > Autoscan Project Path:** This can be set to a
- folder path that will be automatically scanned for projects in the project
- manager every time it starts.
- - **FileSystem > Directories > Default Project Path:** Controls the default
- location where new projects are created in the project manager.
- - **Editors > 3D > Emulate Numpad:** This allows using the top row 0-9 keys in
- the 3D editor as their equivalent numpad keys. It's recommended to enable this
- option if you don't have a number pad on your keyboard.
- - **Editors > 3D > Emulate 3 Button Mouse:** This allows using the pan, zoom and
- orbit modifiers in the 3D editor even when not holding down any mouse button.
- It's recommended to enable this option if you're using a trackpad.
- See the :ref:`class_EditorSettings` class reference for a complete description
- of most editor settings. You can also hover an editor setting's name with the
- mouse in the Editor Settings to show its description.
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