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differ diff --git a/getting_started/step_by_step/intro_to_the_editor_interface.rst b/getting_started/step_by_step/intro_to_the_editor_interface.rst index f37044abe..ace86a2e9 100644 --- a/getting_started/step_by_step/intro_to_the_editor_interface.rst +++ b/getting_started/step_by_step/intro_to_the_editor_interface.rst @@ -11,92 +11,103 @@ Project manager --------------- When you launch Godot, the first window you’ll see is the Project -Manager. It lets you create, remove, import or play game projects. +Manager. Since you have no projects there will be a popup asking if you +want to open the asset library, just click cancel, we'll look at it later. -|image0| +.. image:: img/project_manager_first_open.png + +Now you should see the project manager. It lets you create, remove, import +or play game projects. + +.. image:: img/editor_ui_intro_project_manager_01.png In the top-right corner you’ll find a drop-down menu to change the editor’s language. -|image1| +.. image:: img/editor_ui_intro_project_manager_02.png From the **Templates** tab you can download open source project templates and -demos to help you get started faster. Just select the template or demo you want, -click download, once it's finished downloading click install and choose where -you want the project to go. +demos from the Asset Library to help you get started faster. Just select the +template or demo you want, click download, once it's finished downloading click +install and choose where you want the project to go. You can learn more about +it in :ref:`doc_what_is_assetlib`. -|image2| +.. image:: img/editor_ui_intro_project_manager_03.png Create or import a project ~~~~~~~~~~~~~~~~~~~~~~~~~~ -To create a new project, click the ``New Project`` button on the right. Give -it a name and choose an empty folder on your computer to save it. +To create a new project, click the ``New Project`` button on the right. Here +you give it a name, choose an empty folder on your computer to save it to, +and choose a renderer. -|image3| +.. image:: img/editor_ui_intro_project_manager_04.png Click the Browse button to open Godot’s file browser and pick a location or type the folder’s path in the Project Path field. -|image4| +.. image:: img/editor_ui_intro_project_manager_05.png When you see the green tick on the right, it means the engine detects an -empty folder and you may click ``Create``. Godot will create the project -for you and open it in the editor. +empty folder. You can also click the ``Create Folder`` button next to your +project name and an empty folder will be created with that name for the project. -The next time you’ll open Godot, you’ll see your new project in the +Finally, you need to choose which renderer to use (OpenGL ES 3.0 or OpenGL +ES 2.0). The advantages and disadvantages of each are listed to help you choose, +and you can refer to :ref:`doc_gles2_gles3_differences` for more details. Note +that you can change the backend from the project settings if you change your mind +later on. For this tutorial either backend is fine. + +Once you are done click ``Create & Edit``. Godot will create +the project for you and open it in the editor. + +The next time you open the project manager, you’ll see your new project in the list. Double click on it to open it in the editor. -|image5| +.. image:: img/editor_ui_intro_project_manager_06.png You can import existing projects in a similar way, using the Import button. Locate the folder that contains the project or the ``project.godot`` file to import and edit it. -|image7| +.. image:: img/editor_ui_intro_project_manager_08.png When the folder path is correct, you'll see a green checkmark. -|image8| +.. image:: img/editor_ui_intro_project_manager_09.png Your first look at Godot’s editor --------------------------------- Welcome to Godot! With your project open, you should see the editor’s -interface with the 3D viewport active. You can change the current -workspace at the top of the interface. Click on 2D to switch to the 2D -workspace. +interface with empty docks on the right side. -|image9| - -Now you should see this interface, with empty docks on the right side. - -|image10| +.. image:: img/editor_ui_intro_editor_interface_overview.png At the top, from left to right, you can see the **main menus**, the **workspaces**, and the **playtest buttons**. -On the left side, you have the **FileSystem dock**, where you’ll manage -your project files and assets. +On the bottom left side, you have the **FileSystem dock**, where you’ll +manage your project files and assets. -|image11| +.. image:: img/editor_ui_intro_dock_filesystem.png On the right side, you’ll find the **Scene dock**, which lists the active scene’s content and the **Inspector** in the bottom right corner. -|image12| +.. image:: img/editor_ui_intro_dock_inspector.png In the center, you have the **Toolbar** at the top, where you’ll find tools to move, scale or lock your scene’s objects. It changes as you jump to different workspaces. -|image13| +.. image:: img/editor_ui_intro_editor_02_toolbar.png The **Bottom Panel** is the host for the debug console, the animation editor, the audio mixer… They are wide and can take precious space. That’s why they’re folded by default. -|image14| +.. image:: img/editor_ui_intro_editor_03_animation_player.png The workspaces -------------- @@ -107,16 +118,17 @@ AssetLib. You’ll use the **2D workspace** for all types of games. In addition to 2D games, the 2D workspace is where you'll build your interfaces. Press F1 to access it. -|image15| +.. image:: img/editor_ui_intro_editor_04_2d_workspace.png In the **3D workspace**, you can work with meshes, lights, and design levels for 3D games. Press F2 to access it. -|image16| +.. image:: img/editor_ui_intro_editor_05_3d_workspace.png -Notice the text [perspective] under the toolbar, it is a button that opens a list of options related to the 3D viewport. +Notice the perspective button under the toolbar, it opens a list of options +related to the 3D viewport. -|image20| +.. image:: img/editor_ui_intro_editor_06_3d_workspace.png .. note:: Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace**. @@ -124,7 +136,7 @@ The **Script** workspace is a complete code editor with a debugger, rich auto-completion, and built-in code reference. Press F3 to access it, and F4 to search the reference. -|image17| +.. image:: img/editor_ui_intro_editor_06_script_workspace_expanded.png Finally the **AssetLib** is a library of Free add-ons, scripts and assets to use in your projects. @@ -142,33 +154,12 @@ Move and resize docks Click and drag on the edge of any dock or panel to resize it horizontally or vertically. -|image18| +.. image:: img/editor_ui_intro_editor_07.png Click the three-dotted icon at the top of any dock to change its location. -|image19| +.. image:: img/editor_ui_intro_editor_08.png Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and feel of the editor. - -.. |image0| image:: ./img/editor_ui_intro_project_manager_01.png -.. |image1| image:: ./img/editor_ui_intro_project_manager_02.png -.. |image2| image:: ./img/editor_ui_intro_project_manager_03.png -.. |image3| image:: ./img/editor_ui_intro_project_manager_04.png -.. |image4| image:: ./img/editor_ui_intro_project_manager_05.png -.. |image5| image:: ./img/editor_ui_intro_project_manager_06.png -.. |image7| image:: ./img/editor_ui_intro_project_manager_08.png -.. |image8| image:: ./img/editor_ui_intro_project_manager_09.png -.. |image9| image:: ./img/editor_ui_intro_editor_01.png -.. |image10| image:: ./img/editor_ui_intro_editor_interface_overview.png -.. |image11| image:: ./img/editor_ui_intro_dock_filesystem.png -.. |image12| image:: ./img/editor_ui_intro_dock_inspector.png -.. |image13| image:: img/editor_ui_intro_editor_02_toolbar.png -.. |image14| image:: ./img/editor_ui_intro_editor_03_animation_player.png -.. |image15| image:: ./img/editor_ui_intro_editor_04_2d_workspace.png -.. |image16| image:: ./img/editor_ui_intro_editor_05_3d_workspace.png -.. |image17| image:: ./img/editor_ui_intro_editor_06_script_workspace_expanded.png -.. |image18| image:: ./img/editor_ui_intro_editor_07.png -.. |image19| image:: ./img/editor_ui_intro_editor_08.png -.. |image20| image:: ./img/editor_ui_intro_editor_06_3d_workspace.png diff --git a/getting_started/step_by_step/scenes_and_nodes.rst b/getting_started/step_by_step/scenes_and_nodes.rst index 26fd4e6b7..efc158165 100644 --- a/getting_started/step_by_step/scenes_and_nodes.rst +++ b/getting_started/step_by_step/scenes_and_nodes.rst @@ -73,34 +73,11 @@ Basically, the Godot editor is a **scene editor**. It has plenty of tools for editing 2D and 3D scenes as well as user interfaces, but the editor is based on the concept of editing a scene and the nodes that compose it. -Creating a new project ----------------------- - -Let's make these abstract concepts more concrete with an example. Following a -long tradition in tutorials, we'll start with a "Hello World" project. -This will introduce us to using the editor. - -If you run the Godot executable outside of a project, the Project Manager -appears. This helps developers manage their projects. - -.. image:: img/project_manager.png - -To create a new project, click the "New Project" option. Choose and create a -path for the project and specify the project name. - -You can also select the rendering backend at this stage (OpenGL ES 3.0 or OpenGL -ES 2.0). The advantages and disadvantages of each are listed to help you choose, -and you can refer to :ref:`doc_gles2_gles3_differences` for more details. Note -that you can change the backend from the project settings if you change your mind -later on. For this tutorial either backend is fine. - -.. image:: img/create_new_project.png - Editor ------ -Once you've created the "New Project", then open it. This will open the Godot -editor: +Open the project you made in :ref:`doc_intro_to_the_editor_interface`, or create a new one. This will +open the Godot editor: .. image:: img/empty_editor.png