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Each particle's initial color will vary along this :ref:`GradientTexture1D<class_GradientTexture1D>` (multiplied with :ref:`color<class_CPUParticles2D_property_color>`).
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Each particle's initial color will vary along this :ref:`Gradient<class_Gradient>` (multiplied with :ref:`color<class_CPUParticles2D_property_color>`).
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.. rst-class:: classref-item-separator
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@@ -755,7 +755,7 @@ Each particle's initial color will vary along this :ref:`GradientTexture1D<class
Each particle's color will vary along this :ref:`Gradient<class_Gradient>` (multiplied with :ref:`color<class_CPUParticles2D_property_color>`).
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Each particle's color will vary along this :ref:`Gradient<class_Gradient>` over its lifetime (multiplied with :ref:`color<class_CPUParticles2D_property_color>`).
Each particle's initial color will vary along this :ref:`GradientTexture1D<class_GradientTexture1D>` (multiplied with :ref:`color<class_CPUParticles3D_property_color>`).
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Each particle's initial color will vary along this :ref:`Gradient<class_Gradient>` (multiplied with :ref:`color<class_CPUParticles3D_property_color>`).
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\ **Note:** :ref:`color_initial_ramp<class_CPUParticles3D_property_color_initial_ramp>` multiplies the particle mesh's vertex colors. To have a visible effect on a :ref:`BaseMaterial3D<class_BaseMaterial3D>`, :ref:`BaseMaterial3D.vertex_color_use_as_albedo<class_BaseMaterial3D_property_vertex_color_use_as_albedo>` *must* be ``true``. For a :ref:`ShaderMaterial<class_ShaderMaterial>`, ``ALBEDO *= COLOR.rgb;`` must be inserted in the shader's ``fragment()`` function. Otherwise, :ref:`color_initial_ramp<class_CPUParticles3D_property_color_initial_ramp>` will have no visible effect.
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@@ -793,7 +793,7 @@ Each particle's initial color will vary along this :ref:`GradientTexture1D<class
Each particle's color will vary along this :ref:`GradientTexture1D<class_GradientTexture1D>` over its lifetime (multiplied with :ref:`color<class_CPUParticles3D_property_color>`).
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Each particle's color will vary along this :ref:`Gradient<class_Gradient>` over its lifetime (multiplied with :ref:`color<class_CPUParticles3D_property_color>`).
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\ **Note:** :ref:`color_ramp<class_CPUParticles3D_property_color_ramp>` multiplies the particle mesh's vertex colors. To have a visible effect on a :ref:`BaseMaterial3D<class_BaseMaterial3D>`, :ref:`BaseMaterial3D.vertex_color_use_as_albedo<class_BaseMaterial3D_property_vertex_color_use_as_albedo>` *must* be ``true``. For a :ref:`ShaderMaterial<class_ShaderMaterial>`, ``ALBEDO *= COLOR.rgb;`` must be inserted in the shader's ``fragment()`` function. Otherwise, :ref:`color_ramp<class_CPUParticles3D_property_color_ramp>` will have no visible effect.
If ``true``, `Swipe to dismiss <https://developer.android.com/design/ui/wear/guides/components/swipe-to-dismiss>`__ will be enabled.
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This functionality is intended for smartwatches and is generally ignored on standard Android devices. However, some devices may not ignore it. Therefore, it is recommended to keep this feature disabled for standard Android apps to avoid unexpected behavior.
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\ **Note:** This is ``false`` by default. To enable this behavior, :ref:`gradle_build/use_gradle_build<class_EditorExportPlatformAndroid_property_gradle_build/use_gradle_build>` is required.
If ``true``, `Swipe to dismiss <https://developer.android.com/design/ui/wear/guides/components/swipe-to-dismiss>`__ will be enabled on Wear OS.
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\ **Note:** This is ``true`` by default. To disable this behavior, :ref:`gradle_build/use_gradle_build<class_EditorExportPlatformAndroid_property_gradle_build/use_gradle_build>` is required.
Copy file name to clipboardExpand all lines: classes/class_editorsettings.rst
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@@ -3661,6 +3661,8 @@ This is equivalent to :ref:`ProjectSettings.display/window/subwindows/embed_subw
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\ **Note:** To query whether the editor can use multiple windows in an editor plugin, use :ref:`EditorInterface.is_multi_window_enabled<class_EditorInterface_method_is_multi_window_enabled>` instead of querying the value of this editor setting.
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\ **Note:** If ``true``, game embedding is disabled.
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.. rst-class:: classref-item-separator
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----
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If ``true``, multiple window support in editor is enabled. The following panels can become dedicated windows (i.e. made floating): Docks, Script editor, and Shader editor.
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If ``true``, multiple window support in editor is enabled. The following panels can become dedicated windows (i.e. made floating): Docks, Script editor, Shader editor, and Game Workspace.
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\ **Note:** When :ref:`interface/editor/single_window_mode<class_EditorSettings_property_interface/editor/single_window_mode>` is ``true``, the multi window support is always disabled.
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The window mode to use to display the project when starting the project from the editor.
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\ **Note:** Game embedding is not available for "Force Maximized" or "Force Fullscreen."
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