From 1cf31a9e2147e2079a3e7bc83b277d5e38b69bd7 Mon Sep 17 00:00:00 2001 From: raziel444 <49826051+raziel444@users.noreply.github.com> Date: Sat, 8 Feb 2025 23:01:46 -0500 Subject: [PATCH 1/3] Add note on pressing F6 for current scene vs. F5 for default scene When following the tutorial instructions I reached the point of running the scene to test the button that starts and stops movement of the Godot icon. After following the instructions explicitly, you will have the node_2d scene selected, but you are currently instructed to "run the scene". If you choose to do so by pressing F5 or the play button in the UI, the default scene will run, which does not contain the button. --- getting_started/step_by_step/signals.rst | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/getting_started/step_by_step/signals.rst b/getting_started/step_by_step/signals.rst index 9d07f0ffd..391eda18d 100644 --- a/getting_started/step_by_step/signals.rst +++ b/getting_started/step_by_step/signals.rst @@ -254,6 +254,11 @@ Your complete ``sprite_2d.gd`` code should look like the following. Run the scene now and click the button to see the sprite start and stop. +.. note:: If you try to run your scene and you don't see the button you created, you may have + run the default scene by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS) rather than the + current scene by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS). Make sure you have the + ``node_2d`` scene selected and then press :kbd:`F6` (:kbd:`Cmd + R` on macOS). + Connecting a signal via code ---------------------------- From 4429083dc59dbbf247b74566fe9dd61ca1e3ee74 Mon Sep 17 00:00:00 2001 From: raziel444 <49826051+raziel444@users.noreply.github.com> Date: Sun, 9 Feb 2025 10:49:28 -0500 Subject: [PATCH 2/3] Removing note and instead clarifying the action step to use F6 Per suggestion from @tetrapod00, removing the newly-added note and instead adding clarification of which button to press to the action step for initiating play. --- getting_started/step_by_step/signals.rst | 8 ++------ 1 file changed, 2 insertions(+), 6 deletions(-) diff --git a/getting_started/step_by_step/signals.rst b/getting_started/step_by_step/signals.rst index 391eda18d..a821000c6 100644 --- a/getting_started/step_by_step/signals.rst +++ b/getting_started/step_by_step/signals.rst @@ -252,12 +252,8 @@ Your complete ``sprite_2d.gd`` code should look like the following. } } -Run the scene now and click the button to see the sprite start and stop. - -.. note:: If you try to run your scene and you don't see the button you created, you may have - run the default scene by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS) rather than the - current scene by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS). Make sure you have the - ``node_2d`` scene selected and then press :kbd:`F6` (:kbd:`Cmd + R` on macOS). +Run the currrent scene by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS), +and click the button to see the sprite start and stop. Connecting a signal via code ---------------------------- From 6fe75290525bb21e28ffd44829d4774947729fbe Mon Sep 17 00:00:00 2001 From: Matthew Date: Sun, 9 Feb 2025 11:57:54 -0500 Subject: [PATCH 3/3] Update getting_started/step_by_step/signals.rst --- getting_started/step_by_step/signals.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/getting_started/step_by_step/signals.rst b/getting_started/step_by_step/signals.rst index a821000c6..17f07a2f7 100644 --- a/getting_started/step_by_step/signals.rst +++ b/getting_started/step_by_step/signals.rst @@ -252,7 +252,7 @@ Your complete ``sprite_2d.gd`` code should look like the following. } } -Run the currrent scene by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS), +Run the current scene by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS), and click the button to see the sprite start and stop. Connecting a signal via code