diff --git a/getting_started/step_by_step/exporting.rst b/getting_started/step_by_step/exporting.rst index 105311745..42c7881d8 100644 --- a/getting_started/step_by_step/exporting.rst +++ b/getting_started/step_by_step/exporting.rst @@ -38,8 +38,11 @@ in the "Project Settings" under *Input Devices* and *Pointing* Before we change the input method, in the project settings go to *Display*, then click on *Window*. In the *Stretch* options, set *Mode* to "2d" and *Aspect* to "keep". This ensures that the game scales consistently on different sized screens. + +Since we are already in the *Window* settings, we should also set under *Handheld* +the *Orientation* to "portrait". -.. image:: img/export_stretchsettings.png +.. image:: img/export_handheld_stretchsettings.png Next, we need to modify the ``Player.gd`` script to change the input method. We'll remove the key inputs and make the player move towards a "target" that's @@ -222,7 +225,8 @@ your system and the location of the keystore you just created. .. image:: img/export_editor_android_settings.png Now you're ready to export. Click on *Project -> Export* and add a preset -for Android (see above). +for Android (see above). Select the Android Presets and under *Options* go to +*Screen* and set *Orientation* to "Portrait". Click the "Export Project" button and Godot will build an APK you can download on your device. To do this on the command line, use the following: diff --git a/getting_started/step_by_step/img/export_handheld_stretchsettings.png b/getting_started/step_by_step/img/export_handheld_stretchsettings.png new file mode 100644 index 000000000..24549c1cc Binary files /dev/null and b/getting_started/step_by_step/img/export_handheld_stretchsettings.png differ diff --git a/getting_started/step_by_step/img/export_stretchsettings.png b/getting_started/step_by_step/img/export_stretchsettings.png deleted file mode 100644 index 252437e2d..000000000 Binary files a/getting_started/step_by_step/img/export_stretchsettings.png and /dev/null differ