diff --git a/getting_started/step_by_step/instancing.rst b/getting_started/step_by_step/instancing.rst index f5b178aaf..841c56a69 100644 --- a/getting_started/step_by_step/instancing.rst +++ b/getting_started/step_by_step/instancing.rst @@ -64,12 +64,12 @@ Double-click the ``project.godot`` file to open it. .. image:: img/instancing_import_project_file.webp -Finally, click the :button:`Import`` button. +Finally, click the :button:`Import` button. .. image:: img/instancing_import_and_edit_button.webp A window notifying you that the project was last opened in an older Godot version -may appear, that's not an issue. Click :button:`Ok`` to open the project. +may appear, that's not an issue. Click :button:`Ok` to open the project. The project contains two packed scenes: ``main.tscn``, containing walls against which the ball collides, and ``ball.tscn``. The Main scene should open @@ -132,7 +132,7 @@ Let's try this. Double-click ``ball.tscn`` in the FileSystem to open it. .. image:: img/instancing_ball_scene_open.webp In the Scene dock on the left, select the Ball node. Then, in the :ui:`Inspector` on the -right, click on the :inspector:`PhysicsMaterial`` property to expand it. +right, click on the :inspector:`PhysicsMaterial` property to expand it. .. image:: img/instancing_physics_material_expand.webp @@ -172,7 +172,7 @@ Rerun the game and notice how this ball now falls much faster than the others. of the ball. This is because :inspector:`PhysicsMaterial` is a *resource*, and needs to be made unique before you can edit it in a scene that is linking to its original scene. To make a resource unique for one instance, right-click on - the :inspector:`Physics Material` property in the :ui:`Inspector`` and click :button:`Make Unique`` + the :inspector:`Physics Material` property in the :ui:`Inspector` and click :button:`Make Unique` in the context menu. Resources are another essential building block of Godot games we will cover diff --git a/getting_started/step_by_step/nodes_and_scenes.rst b/getting_started/step_by_step/nodes_and_scenes.rst index 7e32e7f1f..627c345b5 100644 --- a/getting_started/step_by_step/nodes_and_scenes.rst +++ b/getting_started/step_by_step/nodes_and_scenes.rst @@ -72,7 +72,7 @@ opening the project, you should see an empty editor. .. image:: img/nodes_and_scenes_01_empty_editor.webp -In an empty scene, the :ui:`Scene`` dock on the left shows several options to add a +In an empty scene, the :ui:`Scene` dock on the left shows several options to add a root node quickly. :button:`2D Scene` adds a :ref:`Node2D ` node, :button:`3D Scene` adds a :ref:`Node3D ` node, and :button:`User Interface` adds a :ref:`Control ` node. diff --git a/getting_started/step_by_step/signals.rst b/getting_started/step_by_step/signals.rst index 17ffc7597..6279036e0 100644 --- a/getting_started/step_by_step/signals.rst +++ b/getting_started/step_by_step/signals.rst @@ -62,7 +62,7 @@ Create a new scene by going to the menu :menu:`Scene > New Scene`. .. image:: img/signals_01_new_scene.webp -In the Scene dock, click the :button:`2D Scene`` button. This will add +In the Scene dock, click the :button:`2D Scene` button. This will add a :ref:`Node2D ` as our root. .. image:: img/signals_02_2d_scene.webp