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【Godot 3.2】2. Introduction to Godot's editor

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发表于 2020-8-6 18:00:32 | 显示全部楼层 |阅读模式
本帖最后由 蚊子 于 2020-8-6 18:21 编辑

This tutorial will run you through Godot's interface. We're going to look at the Project Manager, docks, workspaces and everything you need to know to get started with the engine.
本教程将引导您通过Godot的界面。我们将研究项目管理器,扩展坞,工作区以及开始使用该引擎所需的一切。

Project manager

When you launch Godot, the first window you'll see is the Project Manager. Since you have no projects there will be a popup asking if you want to open the asset library, just click cancel, we'll look at it later.
启动Godot时,您将看到的第一个窗口是项目管理器。由于您没有任何项目,因此会弹出一个对话框,询问您是否要打开资产库,只需单击“取消”,我们将在以后进行查看。

Now you should see the project manager. It lets you create, remove, import or play game projects.
现在您应该看到项目管理器。它使您可以创建,删除,导入或玩游戏项目。

In the top-right corner you'll find a drop-down menu to change the editor's language.
在右上角,您会找到一个下拉菜单,用于更改编辑器的语言。

From the Templates tab you can download open source project templates and demos from the Asset Library to help you get started faster. Just select the template or demo you want, click download, once it's finished downloading click install and choose where you want the project to go. You can learn more about it in About the Asset Library.
在模板标签中,您可以从素材资源库下载开源项目模板和演示,以帮助您更快地入门。只需选择所需的模板或演示,然后单击下载,完成下载后,单击安装,然后选择项目要去的地方。您可以在关于资产库中了解更多信息。


Create or import a project创建或导入项目

To create a new project, click the New Project button on the right. Here you give it a name, choose an empty folder on your computer to save it to, and choose a renderer.
要创建一个新项目,请单击右侧的按钮。在这里给它起一个名字,在计算机上选择一个空文件夹保存它,然后选择一个渲染器。
New Project

Click the Browse button to open Godot's file browser and pick a location or type the folder's path in the Project Path field.
单击浏览按钮打开Godot的文件浏览器,然后选择一个位置或在“项目路径”字段中键入文件夹的路径。

When you see the green tick on the right, it means the engine detects an empty folder. You can also click the Create Folder button next to your project name and an empty folder will be created with that name for the project.

Finally, you need to choose which renderer to use (OpenGL ES 3.0 or OpenGL ES 2.0). The advantages and disadvantages of each are listed to help you choose, and you can refer to Differences between GLES2 and GLES3 for more details. Note that you can change the backend from the project settings if you change your mind later on. For this tutorial either backend is fine.

当您在右侧看到绿色的勾号时,表示引擎检测到一个空文件夹。您也可以单击项目名称旁边的按钮,然后将使用该项目的名称创建一个空文件夹。Create Folder
最后,您需要选择要使用的渲染器(OpenGL ES 3.0或OpenGL ES 2.0)。每种优点和缺点都会列出来帮助您选择,有关更多详细信息,请参阅GLES2和GLES3之间的差异。请注意,如果您以后改变主意,则可以从项目设置中更改后端。对于本教程,任何一个后端都很好。

Once you are done click Create & Edit. Godot will create the project for you and open it in the editor.
完成后,单击。Godot将为您创建项目并在编辑器中将其打开。

The next time you open the project manager, you'll see your new project in the list. Double click on it to open it in the editor.
下次打开项目管理器时,您会在列表中看到新项目。双击它以在编辑器中将其打开。

You can import existing projects in a similar way, using the Import button. Locate the folder that contains the project or the project.godot file to import and edit it.
您可以使用“导入”按钮以类似的方式导入现有项目。找到包含project.godot要导入和编辑的项目或文件的文件夹 。

When the folder path is correct, you'll see a green checkmark.
文件夹路径正确时,您会看到一个绿色的选中标记。



Your first look at Godot's editor
初识Godot的编辑器

Welcome to Godot! With your project open, you should see the editor's interface with menus along the top of the interface and docks along the far extremes of the interface on either side of the viewport.
欢迎来到GODOT!打开项目后,您应该看到编辑器的界面,界面顶部带有菜单,并且停靠在视口两侧的界面的最远端。

At the top, from left to right, you can see the main menus, the workspaces, and the playtest buttons.

The FileSystem dock is where you'll manage your project files and assets.

在顶部,从左到右,您可以看到主菜单, 工作区和playtest按钮。

该文件系统是在这里您可以管理您的项目文件和资产。

The Scene dock lists the active scene's content and the Inspector allows for the management of the properties of a scene's content.
场景”扩展坞列出了活动场景的内容,而“ 检查器 允许管理场景内容的属性。

In the center, you have the Toolbar at the top, where you'll find tools to move, scale or lock your scene's objects. It changes as you jump to different workspaces.
在中心,您可以在顶部找到工具栏,在这里可以找到用于移动,缩放或锁定场景对象的工具。当您跳到不同的工作区时,它会改变。

The Bottom Panel is the host for the debug console, the animation editor, the audio mixer… They are wide and can take precious space. That's why they're folded by default.
底部面板是用于调试控制台,动画编辑,混音器主机这些作用...他们有一些占地方平时用不着的时候它们都是隐藏的。



 楼主| 发表于 2020-8-6 18:01:06 | 显示全部楼层
本帖最后由 蚊子 于 2020-8-6 18:12 编辑

The workspaces工作区

You can see four workspace buttons at the top: 2D, 3D, Script and AssetLib.

You'll use the 2D workspace for all types of games. In addition to 2D games, the 2D workspace is where you'll build your interfaces. Press F1 (or Alt + 1 on macOS) to access it.

您可以在顶部看到四个工作区按钮:2D,3D,脚本和AssetLib。

您将对所有类型的游戏使用2D工作区。除了2D游戏外,您还将在2D工作区中构建界面。按F1 (或Alt + 1在macOS上)访问它。

In the 3D workspace, you can work with meshes, lights, and design levels for 3D games. Press F2 (or Alt + 2 on macOS) to access it.

在3D工作区中,您可以使用3D游戏的网格,灯光和设计级别。按F2(或Alt + 2在macOS上)访问它。

Notice the perspective button under the toolbar, it opens a list of options related to the 3D viewport.

注意工具栏下的透视按钮,它会打开与3D视口相关的选项列表。

Note注意

Read Introduction to 3D for more detail about 3D workspace.

阅读3D简介了解有关3D工作区的更多详细信息。


The Script workspace is a complete code editor with a debugger, rich auto-completion, and built-in code reference. Press F3 (or Alt + 3 on macOS) to access it, and Shift + F1 to search the reference.

脚本工作区是一个完整的代码编辑器,调试器,丰富的自动完成,并且内置的代码引用。按F3(或Alt + 3在macOS上)访问它并Shift + F1搜索参考。

To search for information about a class, method, property, constant, or signal in the engine while you are writing a script, press the "Search Help" button at the top right of the Script workspace.

要在编写脚本时在引擎中搜索有关类,方法,属性,常量或信号的信息,请按“脚本”工作区右上方的“搜索帮助”按钮。

A new window will pop up. Search for the item that you want to find information about.

将会弹出一个新窗口。搜索您要查找其信息的项目。

Click on the item you are looking for and press open. The documentation for the item will be displayed in the script workspace.

单击您要查找的项目,然后按打开。该项目的文档将显示在脚本工作区中。

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

最后,AssetLib是一个免费和开源的附件,脚本和资产库,供您在项目中使用。
Modify the interface 修改界面

Godot's interface lives in a single window. You cannot split it across multiple screens although you can work with an external code editor like Atom or Visual Studio Code for instance.

Godot的界面位于单个窗口中。尽管可以与外部代码编辑器(例如Atom或Visual Studio Code)一起使用,但不能将其拆分为多个屏幕。

Move and resize docks
移动码头并调整其大小

Click and drag on the edge of any dock or panel to resize it horizontally or vertically.

单击并拖动任何基座或面板的边缘以在水平或垂直方向上调整其大小。

Click the three-dotted icon at the top of any dock to change its location.

单击任意底座顶部的三点图标以更改其位置。

Go to the Editor menu and Editor Settings to fine-tune the look and feel of the editor.

转到Editor菜单并微调编辑器的外观。Editor Settings





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