Godot Engine 4.0 Documentation - Getting Started - Godot Editor

This article is the result of Google Translate's English translation, and DrGraph added some corrections on this basis. English original page:

First look at Godot's editor — Godot Engine (stable) documentation in English

Godot 's editor¶

This page will give you a brief introduction to Godot's interface. We'll look at the different home screens and docks to help you better understand the Godot software.

Reference: For a comprehensive breakdown of the editor interface and how to use it, see the editor manual .

Project Manager¶

When you start Godot, the first window you see is the Project Manager. In the default tab, Local Projects , you can manage existing projects, import or create new projects, and more.

At the top of the window, there is another tab called "Asset Library Projects". You can search for demo projects in the open source repository, which contains many projects developed by the community.

Reference: For a better understanding of the Project Manager, read  Using the Project Manager .

You can also change the language of the editor using the drop-down menu to the right of Engine Version in the upper right corner of the window. By default, it is English (EN). (DrGraph: Chinese is [zh-CN] Chinese, China)

Godot Editor¶

When you open a new or existing project, the editor interface appears. Let's look at its main areas.

By default, it has menu , home screen and game debug buttons on the top edge of the window.

In the middle is the viewport , with a toolbar at the top where you'll find tools for moving, scaling, or locking scene nodes.

On either side of the viewport are docked windows . At the bottom of the window is the bottom panel .

The toolbar changes depending on the context and the selected node. This is the 2D toolbar.

Below is 3D.

Let's look at docked windows . The FileSystem dock lists your project files, including scripts, images, audio samples, and more.

The Scene dock lists the nodes of the active scene.

The Object Browser (Inspector) allows you to edit the properties of selected nodes.

The bottom panel below the viewport is the host container for the debug console, animation editor, audio mixer, and more. They take up valuable work area space, which is why they are collapsed by default.

When you click on one of them, it expands vertically. Below, you can see the animation editor is open.

Four home screens¶

There are four home buttons centered at the top of the editor: 2D, 3D, Script, and AssetLib.

You'll be using 2D screens in all types of games . In addition to 2D games, 2D screens are where you build interfaces.

In 3D Screen , you can work with meshes, lighting, and design hierarchies for 3D games.

Note the perspective button below the toolbar. Clicking it opens a list of options related to the 3D view.

NOTE: Read Introduction to 3D for more details on the 3D home screen.

Script Screen is a full code editor with debugger, rich auto-completion and built-in code reference.

Finally, AssetLib (Asset Library) is a library of free and open-source add-ons, scripts, and assets that you can use in your projects.

Reference: You can  learn more about Asset Libraries in About Asset Libraries .

Integrated Class Reference¶

Godot comes with a built-in class reference.

You can search for information about a class, method, property, constant, or signal in any of the following ways:

  • Press F1 (or Alt+Space on macOS) anywhere in the editor

  • Click the "Search Help" button in the upper right corner of the script's main screen.

  • Click the Help menu and Search Help.

  • Ctrl-click on a class name, function name, or built-in variable in the script editor.

When you do any of these actions, a window will pop up. Type to search for any item. You can also use it to browse available objects and methods.

Double-click an item to open the corresponding page in the main script screen.

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Origin blog.csdn.net/drgraph/article/details/130790161
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