I had some trouble finding how to do this in the documentation, but had seen it used in some youtube tutorial. I think it would be fitting to explain the usage on this page.
I do not know the corresponding C# syntax, so I haven't changed that part.
As a first-time creator of the inspector plugin, it took
a while to actually understand exactly what's happening and
what's needed, so I've expanded with the information that I felt would
help make the tutorial easier for people doing their first foray into
making one of these plugins.
Unless I am mistaken, you cannot directly call the hit method, and must use .Call(). Seems to not even be capable of compiling, not sure how much these C# sections are tested?
I also presume there's not much reason to shorten collision to collsion, so I threw that change in as well.
Not sure I got this right but it seems like duplicate code to me.
Furthermore I'm not sure what we can use this **time** for as $player.play has no timing arguments to compensate for. There is no `$player.playDelayed(time)`.
Tutorial for 3.2 suggests calling 'add_custom_property_editor' which is not a member of EditorInspectorPlugin; however 'add_property_editor' does exist.
* Added images for AnimatedSprite from spritesheet
Added images to show how to use the AnimatedSprite class with a spritesheet in the tutorial.
* Using AnimatedSprite with a sprite sheet
I updated this tutorial to show how to easily use a sprite sheet with the AnimatedSprite class, including some screen shots. I changed the old wording that makes it sound like you cannot use a sprite sheet with AnimatedSprite. I also changed the wording that makes it sound as if you must choose between using the AnimatedSprite class or the AnimationPlayer, as you can use an AnimationPlayer with an AnimatedSprite.
* Changed wording on proposed update
I changed the wording to remove "easily" and verbs ending in "ing" to meet the doc's writing guidelines.
* Update export_touchsettings.png
in section "Preparing the project", update first screenshot of "Project Settings" dialog to show "Emulate Touch From Mouse" enabled
* add screenshot showing "Export With Debug" option unchecked
To a new Godot user, it may not be obvious where the "Export With Debug" setting is; this screenshot should make it clearer.
possibly related to https://github.com/godotengine/godot/issues/19260
On my setup the Scene dock was not on the right side but rather on the
left side and when changes are made to the UI, it will be challenging to
keep track of all references in the documentation that may need
updating.
Keeping the documentation loosely coupled to the actual location of
elements in the UI should avoid confusion for new users and minimize
work for maintainers.