Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

First look at Godot's interface

Znajdziesz tutaj krótki przegląd interfejsu Godota. Aby pomóc Ci lepiej zorientować się w otoczeniu, pokażemy Ci różne okna główne oraz doki.

Zobacz także

For a comprehensive breakdown of the editor's interface and how to use it, see the Editor manual.

The Project Manager

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

../../_images/editor_intro_project_manager.webp

At the top of the window, there is another tab named Asset Library. The first time you go to this tab you'll see a "Go Online" button. For privacy reasons, the Godot project manager does not access the internet by default. To change this click the "Go Online" button. You can change this option later in the settings.

Once your network mode is set to "online", you can search for demo projects in the open source asset library, which includes many projects developed by the community:

../../_images/editor_intro_project_templates.webp

The Project Manager's settings can be opened using the Settings menu:

../../_images/editor_intro_settings.webp

From here, you can change the editor's language (default is the system language), interface theme, display scale, network mode, and also the directory naming convention.

Zobacz także

Aby poznać wszystkie tajniki Menadżera Projektów, przeczytaj Using the Project Manager.

Pierwsze spojrzenie na edytor Godota

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

../../_images/editor_intro_editor_empty.webp

By default, along the window's top edge, it features main menu on the left, workspace switching buttons in the center (active workspace is highlighted), and playtest buttons and the Movie Maker Mode toggle on the right:

../../_images/editor_intro_top_menus.webp

Just below the workspace buttons, the opened scenes as tabs are seen. The plus (+) button right next to the tabs will add a new scene to the project. With the button on the far right, distraction-free mode can be toggled, which maximizes or restores the viewport's size by hiding docks in the interface:

../../_images/editor_intro_scene_selector.webp

In the center, below the scene selector is the viewport with its toolbar at the top, where you'll find different tools to move, scale, or lock the scene's nodes (currently the 3D workspace is active):

../../_images/editor_intro_3d_viewport.webp

This toolbar changes based on the context and selected node. Here is the 2D toolbar:

../../_images/editor_intro_toolbar_2d.webp

Below is the 3D one:

../../_images/editor_intro_toolbar_3d.webp

Zobacz także

To learn more on workspaces, read The five main screens.

Zobacz także

To learn more on the 3D viewport and 3D in general, read Wprowadzenie do 3D.

Po obu stronach rzutni mieszczą się doki. A na dole okna znajduje się dolny panel.

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

../../_images/editor_intro_filesystem_dock.webp

The Scene dock lists the active scene's nodes:

../../_images/editor_intro_scene_dock.webp

The Inspector allows you to edit the properties of a selected node:

../../_images/editor_intro_inspector_dock.webp

Zobacz także

To read more on inspector, see The Inspector.

Zobacz także

Docks can be customized. Read more on Moving and resizing docks.

The bottom panel, situated below the viewport, is the host for the debug console, the animation editor, the audio mixer, and more. They can take precious space, that's why they're folded by default:

../../_images/editor_intro_bottom_panels.webp

When you click on one, it expands vertically. Below, you can see the animation editor opened:

../../_images/editor_intro_bottom_panel_animation.webp

Bottom panels can also be shown or hidden using the shortcuts defined in Editor Settings > Shortcuts, under the Bottom Panels category.

The five main screens

There are five main screen buttons centered at the top of the editor: 2D, 3D, Script, Game and Asset Library.

Z przestrzeni roboczej 2D będziesz korzystać we wszystkich typach gier. Poza grami 2D, przestrzeń robocza 2D jest miejscem gdzie budujesz swój interfejs.

../../_images/editor_intro_workspace_2d.webp

W obszarze roboczym 3D możesz pracować z siatkami, światłami i projektować poziomy dla gier 3D.

../../_images/editor_intro_workspace_3d.webp

Informacja

Przeczytaj Wprowadzenie do 3D aby poznać więcej szczegółów o przestrzeni roboczej 3D.

The Game screen is where your project will appear when running it from the editor. You can go through your project to test it, and pause it and adjust it in real time. Note that this is for testing how adjustments would work, any changes made here are not saved when the game stops running.

../../_images/editor_intro_workspace_game.webp

Script jest pełnoprawnym edytorem kodu z debuggerem, auto-uzupełnianiem oraz wbudowanymi referencjami kodu.

../../_images/editor_intro_workspace_script.webp

Finally, the Asset Library is a library of free and open source add-ons, scripts, and assets to use in your projects.

../../_images/editor_intro_workspace_assetlib.webp

Zobacz także

Możesz więcej przeczytać o bibliotece zasobów w O Bibliotece Zasobów.

Wbudowane odniesienia do klasy

Godot posiada wbudowaną referencję klas.

Możesz wyszukiwać informacje o klasach, metodach, właściwościach, stałych, lub sygnałach na dowolny z następujących sposobów:

  • Pressing F1 (or Opt + Space on macOS, or Fn + F1 for laptops with a Fn key) anywhere in the editor.

  • Klikając w przycisk "Wyszukaj w pomocy" w prawym górnym rogu okna Script.

  • Wybierając menu "Pomoc" i "Wyszukaj w pomocy...".

  • Ctrl + Click (Cmd + Click na macOS) nazwę klasy, nazwę funkcji, lub wbudowaną zmienną w edytorze kodu.

../../_images/editor_intro_search_help_button.webp

Gdy skorzystasz z którejś z tych opcji, otworzy się nowe okno. Możesz wyszukać dowolny element, w tym dostępne obiekty i metody.

../../_images/editor_intro_search_help.webp

Dwukrotne kliknięcie na elemencie otworzy powiązaną z nim stronę w edytorze tekstu.

../../_images/editor_intro_help_class_animated_sprite.webp

Alternatively,

  • Clicking while pressing the Ctrl key on a class name, function name, or built-in variable in the script editor.

  • Right-clicking on nodes and choosing Open Documentation or choosing Lookup Symbol for elements in script editor will directly open their documentation.