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In fact, it is worth checking the 3D platformer tutorial, or the 3D kinematic character tutorials, which are almost identical to their 2D counterparts. +.. figure:: img/godot-tps-demo.webp + :align: center + :alt: An example 3D game demo created using Godot + + Godot Third Person Shooter (TPS) Demo, available on the + `Github repository `__ or the + :ref:`Asset Library `. + In 3D, math is a little more complex than in 2D, so also checking the :ref:`doc_vector_math` entry in the wiki (which was especially created for game developers, not mathematicians or engineers) will help pave the way for you to develop 3D games efficiently. +3D workspace +~~~~~~~~~~~~ + +Editing 3D scenes is done in the 3D workspace. This workspace can be selected +manually, but it will be automatically selected when a Node3D node is +selected. + +.. image:: img/tuto_3d3.webp + +Similar to 2D, the tabs below the workspace selector are used to change between +currently opened scenes or create a new one using the plus (+) button. The left and +right docks should be familiar from :ref:`editor introduction `. + +Below the scene selector, the main toolbar is visible, and beneath the main toolbar +is the 3D viewport. + +Main toolbar +------------ + +Some buttons in the main toolbar are the same as those in the 2D workspace. A brief explanation +is given with the shortcut if the mouse cursor is hovered over a button for one second. +Some buttons may have additional functionality if another keypress is performed. A recap +of main functionality of each button with its default shortcut is provided below from +left to right: + +.. image:: img/3d_toolbar.webp + +- **Select Mode** (:kbd:`Q`): Allows selection of nodes in the viewport. Left clicking + on a node to select one. Left clicking and dragging a rectangle selects all + nodes within the rectangle's boundaries, once released. + Holding :kbd:`Shift` while selecting adds more nodes to the selection. + Clicking on a selected node while holding :kbd:`Shift` deselects the node. + In this mode, you can use the gizmos to perform movement or rotation. +- **Move Mode** (:kbd:`W`): Enables move (or translate) mode for the selected nodes. + See :ref:`doc_introduction_to_3d_space_and_manipulation` for more details. +- **Rotate Mode** (:kbd:`E`): Enables rotation mode for the selected nodes. See + :ref:`doc_introduction_to_3d_space_and_manipulation` for more details. +- **Scale Mode** (:kbd:`R`): Enables scaling and displays scaling gizmos in different + axes for the selected nodes. See :ref:`doc_introduction_to_3d_space_and_manipulation` + for more details. + +- **Show the list of selectable nodes at the clicked position**: As the description suggests, + this provides a list of selectable nodes at the clicked position as a context menu, + if there is more than one node in the clicked area. +- **Lock** (:kbd:`Ctrl + L`) the selected nodes, preventing selection and movement in the viewport. + Clicking the button again (or using :kbd:`Ctrl + Shift + L`) unlocks the selected nodes. + Locked nodes can only be selected in the scene tree. + They can easily be identified with a padlock next to their node names in the scene tree. + Clicking on this padlock also unlocks the nodes. +- **Group selected nodes** (:kbd:`Ctrl + G`). This allows selection of the root node if + any of the children are selected. + Using :kbd:`Ctrl + G` ungroups them. Additionally, clicking the ungroup button in + the scene tree performs the same action. +- **Use Local Space** (:kbd:`T`): If enabled, gizmos of a node are drawn using the current node's + rotation angle instead of the :ref:`global viewport axes `. +- **Use Snap** (:kbd:`Y`): If enabled, movement, and rotation snap to grid. Snapping can also + temporarily be activated using :kbd:`Ctrl` while performing the action. + The settings for changing snap options are explained below. +- **Project Camera Override**: This action temporarily replaces the active camera in the level + (e.g., the camera following the player) with the camera in the editor's viewport, allowing you + to move freely and inspect the level's different parts, while game is running. +- **Toggle preview sunlight**: If no DirectionalLight3D exist in the scene, a preview + of sunlight can be used as a light source. See + :ref:`doc_introduction_to_3d_preview_environment_light` for more details. +- **Toggle preview environment**: If no WorldEnvironment exists in the scene, a preview of the + environment can be used as a placeholder. See + :ref:`doc_introduction_to_3d_preview_environment_light` for more details. +- **Edit Sun and Environment Settings (three dots)**: Opens the menu to configure preview + sunlight and environment settings. See :ref:`doc_introduction_to_3d_preview_environment_light` + for more details. + +- **Transform menu**: It has three options: + + - *Snap Object to Floor*: Snaps an object to a solid floor. + - *Transform Dialog*: Opens a dialog to adjust transform parameters (translate, rotate, scale, + and transform) manually. + - *Snap Settings*: Allows you to change transform, rotate snap (in degrees), and scale snap + (in percent) settings. + +- **View menu**: Controls the view options and enables additional viewports: + +.. image:: img/tuto_3d6.webp + +In this menu, you can also show/hide grids, which are set to 1x1 meter by default, +and the origin, where the blue, green, and red axis lines intersect. +Moreover, specific types of gizmos can be toggled in this menu. + +.. image:: img/tuto_3d6_2.webp + +An open eye means that the gizmo is visible, a closed eye means it is hidden. +A half-open eye means that it is also visible through opaque surfaces. + +Clicking on *Settings* in this view menu opens a window to change the +*Vertical Field of View (VFOV)* parameter +(in degrees), *Z-Near*, and *Z-Far* values. + +Next to the View menu, additional buttons may be visible. In the toolbar image +at the beginning of this chapter, an additional *Mesh* button appears because a +MeshInstance3D is selected. This menu provides some quick actions or tools to +work on a specific node or selection. + +View menu of viewport +--------------------- + +Below the *Select* tool, in the 3D viewport, clicking on the three dots opens the +**View menu** for the viewport. +Hiding all shown gizmos in the editor's 3D view can also be performed through +this menu: + +.. image:: img/tuto_3d6_1.webp + +This menu also displays the current view type and enables quick adjustment of the +viewport's viewing angle. Additionally, it offers options to modify the appearance of +nodes within the viewport. + +.. _doc_introduction_to_3d_coordinate_system: + +Coordinate system +----------------- + +Godot uses the `metric `__ +system for everything in 3D, with 1 unit being equal to 1 meter. +Physics and other areas are tuned for this scale. Therefore, attempting to use a +different scale is usually a bad idea (unless you know what you are doing). + +When working with 3D assets, it's always best to work in the correct scale (set +the unit to metric in your 3D modeling software). Godot allows scaling +post-import and, while this works in most cases, in rare situations it may +introduce floating-point precision issues (and thus, glitches or artifacts) in +delicate areas such as rendering or physics. Make sure your artists always work +in the right scale! + +The Y coordinate is used for "up". As for the horizontal X/Z axes, Godot uses a +**right-handed** coordinate system. This means that for most objects that need +alignment (such as lights or cameras), the Z axis is used as a "pointing +towards" direction. This convention roughly means that: + +- **X** is sides +- **Y** is up/down +- **Z** is front/back + +See this chart for comparison with other 3D software: + +.. figure:: img/introduction_to_3d_coordinate_systems.webp + :align: center + :alt: 3D coordinate systems comparison chart + + Image by `Freya Holmér `__ + + +.. _doc_introduction_to_3d_space_and_manipulation: + +Space and manipulation gizmos +----------------------------- + +Moving, rotating, and scaling objects in the 3D view is done through the +manipulator gizmos. +Each axis is represented by a color: Red, Green, Blue represent X, Y, Z +respectively. This convention applies to the grid and other gizmos too +(and also to the shader language, ordering of components for +Vector3, Color, etc.). + +.. image:: img/tuto_3d5.webp + +Some useful keybindings: + +- To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling, + or rotating. +- To center the view on the selected object, press :kbd:`F`. + +In the viewport, the arrows can be clicked and held to move the object on an axis. +The arcs can be clicked and held to rotate the object. +To lock one axis and move the object freely in the other two axes, the colored rectangles +can be clicked, held, and dragged. + +If the transform mode is changed from *Select Mode* to *Scale Mode*, the arrows will be +replaced by cubes, which can be dragged to scale an object as if the object is being moved. + +Navigating the 3D environment +----------------------------- + +In 3D environments, it is often important to adjust the viewpoint or angle +from which you are viewing the scene. +In Godot, navigating the 3D environment in the viewport (or spatial editor) +can be done in multiple ways. + +The default 3D scene navigation controls are similar to Blender (aiming to +have some sort of consistency in the free software pipeline), but +options are included to customize mouse buttons and behavior to be +similar to other tools in the Editor Settings. To change the controls +to Maya or Modo controls, you can navigate to **Editor Settings > Editors > 3D**. +Then, under *Navigation*, search for *Navigation Scheme*. + +.. image:: img/tuto_3d4.webp + +Using the default settings, the following shortcuts control how one can +navigate in the viewport: + +Pressing the middle mouse button and dragging the mouse allows you to orbit around +the center of what is on the screen. + +It is also possible to left-click and hold the manipulator gizmo located +on the top right of the viewport to orbit around the center: + +.. image:: img/tuto_3d_gizmo.webp + +Left-clicking on one of the colored circles will set the view to the chosen +orthogonal and the viewport's view menu will be updated accordingly. + +.. image:: img/tuto_3d_updated_view_menu.webp + +If the *Perspective* view is enabled on the viewport (can be seen on the viewport's View menu, +not the View menu on the main toolbar), holding down the right mouse button on the viewport +or pressing :kbd:`Shift + F` switches to "free-look" mode. +In this mode you can move the mouse to look around, use the :kbd:`W` :kbd:`A` +:kbd:`S` :kbd:`D` keys to fly around the view, :kbd:`E` to go up, and :kbd:`Q` to +go down. To disable this mode, release the right mouse button or press +:kbd:`Shift + F` again. + +In the free-look mode, you can temporarily increase the flying +speed using :kbd:`Shift` or decrease it using :kbd:`Alt`. To change and keep the +speed modifier use :kbd:`mouse wheel up` or :kbd:`mouse wheel down`, to increase or +decrease it, respectively. + +In orthogonal mode, holding the right mouse button will pan the view instead. +Use :kbd:`Keypad 5` to toggle between perspective and orthogonal view. + +Using Blender-style transform shortcuts +--------------------------------------- + +Since Godot 4.2, you can enable Blender-style shortcuts for translating, +rotating and scaling nodes. In Blender, these shortcuts are: + +- :kbd:`G` for translating +- :kbd:`R` for rotating +- :kbd:`S` for scaling + +After pressing a shortcut key while focusing on the 3D editor viewport, +move the mouse or enter a number to move the selected node(s) by the +specified amount in 3D units. You can constrain movement to a specific +axis by specifying the axis as a letter, then the distance (if entering a +value with the keyboard). + +For instance, to move the selection upwards by 2.5 units, enter the +following sequence in order (Y+ is upwards in Godot): + +:kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter` + +To use Blender-style transform shortcuts in Godot, go to the Editor Settings' +**Shortcuts** tab, then in the Spatial Editor section: + +- Bind **Begin Translate Transformation** to :kbd:`G`. +- Bind **Begin Rotate Transformation** to :kbd:`R`. +- Bind **Begin Scale Transformation** to :kbd:`S`. +- Finally, unbind **Scale Mode** so that its shortcut won't conflict with + **Begin Rotate Transformation**. + +.. tip:: More shortcuts can be found on the + :ref:`doc_default_key_mapping_shortcuts_spatial_editor` page. + Node3D node ~~~~~~~~~~~ @@ -50,14 +318,12 @@ Manually authored models (using 3D modeling software) .. FIXME: Needs update to properly description Godot 3.x workflow (used to reference a non existing doc_importing_3d_meshes importer). -There are two pipelines to import 3D models in Godot. The first and most common -one is by :ref:`doc_importing_3d_scenes`, which allows you to import entire -scenes (exactly as they look in the 3D modeling software), including animation, -skeletal rigs, blend shapes, etc. +It is possible to import 3D models in Godot created in external tools. +Depending on the format, you can import entire scenes (exactly as they look in +the 3D modeling software), including animation, skeletal rigs, blend shapes, or +as simple resources. -The second pipeline is by importing simple .OBJ files as mesh resources, -which can be then put inside a :ref:`MeshInstance3D ` -node for display. +.. seealso:: See :ref:`doc_importing_3d_scenes` for more on importing. Generated geometry ------------------ @@ -73,6 +339,10 @@ In any case, this method is meant for generating static geometry (models that will not be updated often), as creating vertex arrays and submitting them to the 3D API has a significant performance cost. +.. note:: To learn about prototyping inside Godot or using external tools, see + :ref:`doc_csg_tools`. + + Immediate geometry ------------------ @@ -106,117 +376,9 @@ node that allows changing the background color, mode (as in, put a skybox), and applying several types of built-in post-processing effects. Environments can also be overridden in the Camera. -3D viewport -~~~~~~~~~~~ +.. _doc_introduction_to_3d_preview_environment_light: -Editing 3D scenes is done in the 3D tab. This tab can be selected -manually, but it will be automatically enabled when a Node3D node is -selected. - -.. image:: img/tuto_3d3.webp - -Default 3D scene navigation controls are similar to Blender (aiming to -have some sort of consistency in the free software pipeline..), but -options are included to customize mouse buttons and behavior to be -similar to other tools in the Editor Settings: - -.. image:: img/tuto_3d4.webp - -Coordinate system ------------------ - -Godot uses the `metric `__ -system for everything in 3D, with 1 unit being equal to 1 meter. -Physics and other areas are tuned for this scale. Therefore, attempting to use a -different scale is usually a bad idea (unless you know what you are doing). - -When working with 3D assets, it's always best to work in the correct scale (set -the unit to metric in your 3D modeling software). Godot allows scaling -post-import and, while this works in most cases, in rare situations it may -introduce floating-point precision issues (and thus, glitches or artifacts) in -delicate areas such as rendering or physics. Make sure your artists always work -in the right scale! - -The Y coordinate is used for "up". As for the horizontal X/Z axes, Godot uses a -**right-handed** coordinate system. This means that for most objects that need -alignment (such as lights or cameras), the Z axis is used as a "pointing -towards" direction. This convention roughly means that: - -- **X** is sides -- **Y** is up/down -- **Z** is front/back - -See this chart for comparison with other 3D software: - -.. figure:: img/introduction_to_3d_coordinate_systems.webp - :align: center - :alt: 3D coordinate systems comparison chart - - Image by `Freya Holmér `__ - -Space and manipulation gizmos ------------------------------ - -Moving objects in the 3D view is done through the manipulator gizmos. -Each axis is represented by a color: Red, Green, Blue represent X, Y, Z -respectively. This convention applies to the grid and other gizmos too -(and also to the shader language, ordering of components for -Vector3, Color, etc.). - -.. image:: img/tuto_3d5.webp - -Some useful keybindings: - -- To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling - or rotating. -- To center the view on the selected object, press :kbd:`F`. - -Using Blender-style transform shortcuts ---------------------------------------- - -Since Godot 4.2, you can enable Blender-style shortcuts for translating, -rotating and scaling nodes. In Blender, these shortcuts are: - -- :kbd:`G` for translating -- :kbd:`R` for rotating -- :kbd:`S` for scaling - -After pressing a shortcut key while focusing on the 3D editor viewport, -move the mouse or enter a number to move the selected node(s) by the -specified amount in 3D units. You can constrain movement to a specific -axis by specifying the axis as a letter, then the distance (if entering a -value with the keyboard). - -For instance, to move the selection upwards by 2.5 units, enter the -following sequence in order (Y+ is upwards in Godot): - -:kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter` - -To use Blender-style transform shortcuts in Godot, go to the Editor Settings' -**Shortcuts** tab, then in the Spatial Editor section: - -- Bind **Begin Translate Transformation** to :kbd:`G`. -- Bind **Begin Rotate Transformation** to :kbd:`R`. -- Bind **Begin Scale Transformation** to :kbd:`S`. -- Finally, unbind **Scale Mode** so that its shortcut won't conflict with - **Begin Rotate Transformation**. - -View menu ---------- - -The view options are controlled by the "View" menu in the viewport's toolbar. - -.. image:: img/tuto_3d6.webp - -You can hide the gizmos in the 3D view of the editor through this menu: - -.. image:: img/tuto_3d6_1.webp - -To hide a specific type of gizmos, you can toggle them off in the "View" menu. - -.. image:: img/tuto_3d6_2.webp - -preview environment and light +Preview environment and light ----------------------------- By default, any 3D scene that doesn't have a :ref:`WorldEnvironment ` @@ -228,12 +390,17 @@ in the editor. If you run the scene or export the project they will not affect the scene. The preview light and environment can be turned on or off from the top menu -by clicking on their respective icon, and the 3 dots dropdown menu next to -those icons can be used to adjust the properties of the preview environment -and light. +by clicking on their respective icon. .. image:: img/tuto_3d8.webp + +The three dots dropdown menu next to those icons can be used to adjust the properties +of the preview environment and light if they are enabled. + +.. image:: img/tuto_3d9.webp + + The same preview sun and environment is used for every scene in the same project, So only make adjustments that would apply to all of the scenes you will need a preview light and environment for. diff --git a/tutorials/editor/default_key_mapping.rst b/tutorials/editor/default_key_mapping.rst index 70640c858..2b33e1bc9 100644 --- a/tutorials/editor/default_key_mapping.rst +++ b/tutorials/editor/default_key_mapping.rst @@ -140,6 +140,8 @@ General Editor Actions | Clear Pose | :kbd:`Shift + K` | :kbd:`Shift + K` | ``canvas_item_editor/anim_clear_pose`` | +------------------------------+-------------------------+------------------------+--------------------------------------------------------+ +.. _doc_default_key_mapping_shortcuts_spatial_editor: + 3D / Spatial Editor ------------------- diff --git a/tutorials/editor/index.rst b/tutorials/editor/index.rst index 9e2345ca0..07974f9b7 100644 --- a/tutorials/editor/index.rst +++ b/tutorials/editor/index.rst @@ -1,6 +1,8 @@ :allow_comments: False :article_outdated: True +.. _doc_editor_introduction: + Editor introduction =================== diff --git a/tutorials/editor/project_manager.rst b/tutorials/editor/project_manager.rst index 45eaab2ae..4d23e7a28 100644 --- a/tutorials/editor/project_manager.rst +++ b/tutorials/editor/project_manager.rst @@ -61,6 +61,8 @@ When the folder path is correct, you'll see a green checkmark. .. image:: img/editor_ui_intro_project_manager_09.webp +.. _doc_project_manager_downloading_demos: + Downloading demos and templates -------------------------------