@@ -41,8 +41,8 @@ icon, which we often use for prototyping in the community.
4141
4242.. image :: img/scripting_first_script_icon.svg
4343
44- We need to create a Sprite2D node to display it in the game. In the Scene dock,
45- click the ** Other Node ** button.
44+ We need to create a Sprite2D node to display it in the game. In the :ui: ` Scene ` dock,
45+ click the :button: ` Other Node ` button.
4646
4747.. image :: img/scripting_first_script_click_other_node.webp
4848
@@ -51,14 +51,14 @@ to create the node.
5151
5252.. image :: img/scripting_first_script_add_sprite_node.webp
5353
54- Your Scene tab should now only have a Sprite2D node.
54+ Your :ui: ` Scene ` tab should now only have a Sprite2D node.
5555
5656.. image :: img/scripting_first_script_scene_tree.webp
5757
58- A Sprite2D node needs a texture to display. In the Inspector on the right, you
59- can see that the ** Texture ** property says ``<empty> ``. To display the Godot icon,
60- click and drag the file ``icon.svg `` from the FileSystem dock onto the Texture
61- slot.
58+ A Sprite2D node needs a texture to display. In the :ui: ` Inspector ` on the right, you
59+ can see that the :inspector: ` Texture ` property says ``<empty> ``. To display the
60+ Godot icon, click and drag the file ``icon.svg `` from the FileSystem dock onto the
61+ Texture slot.
6262
6363.. image :: img/scripting_first_script_setting_texture.webp
6464
@@ -75,16 +75,16 @@ Creating a new script
7575---------------------
7676
7777To create and attach a new script to our node, right-click on Sprite2D in the
78- Scene dock and select ** Attach Script ** .
78+ Scene dock and select :button: ` Attach Script ` .
7979
8080.. image :: img/scripting_first_script_attach_script.webp
8181
82- The ** Attach Node Script ** window appears. It allows you to select the script's
82+ The :ui: ` Attach Node Script ` window appears. It allows you to select the script's
8383language and file path, among other options.
8484
85- Change the ** Template ** field from ``Node: Default `` to ``Object: Empty `` to
85+ Change the :ui: ` Template ` field from ``Node: Default `` to ``Object: Empty `` to
8686start with a clean file. Leave the other options set to their default values and
87- click the ** Create ** button to create the script.
87+ click the :button: ` Create ` button to create the script.
8888
8989.. image :: img/scripting_first_script_attach_node_script.webp
9090
@@ -93,7 +93,7 @@ click the **Create** button to create the script.
9393 C# script names need to match their class name. In this case, you should name the
9494 file ``MySprite2D.cs ``.
9595
96- The Script workspace should appear with your new ``sprite_2d.gd `` file open and
96+ The :ui: ` Script ` workspace should appear with your new ``sprite_2d.gd `` file open and
9797the following line of code:
9898
9999.. tabs ::
@@ -120,16 +120,16 @@ node, including classes it extends, like ``Node2D``, ``CanvasItem``, and
120120 class will implicitly extend :ref: `RefCounted <class_RefCounted >`, which
121121 Godot uses to manage your application's memory.
122122
123- Inherited properties include the ones you can see in the Inspector dock, like
123+ Inherited properties include the ones you can see in the :ui: ` Inspector ` dock, like
124124our node's ``texture ``.
125125
126126.. note ::
127127
128- By default, the Inspector displays a node's properties in "Title Case", with
128+ By default, the :ui: ` Inspector ` displays a node's properties in "Title Case", with
129129 capitalized words separated by a space. In GDScript code, these properties
130130 are in "snake_case", which is lowercase with words separated by an underscore.
131131
132- You can hover over any property's name in the Inspector to see a description and
132+ You can hover over any property's name in the :ui: ` Inspector ` to see a description and
133133 its identifier in code.
134134
135135Hello, world!
@@ -165,7 +165,7 @@ this function.
165165 red and display the following error message: "Indented block expected".
166166
167167Save the scene as ``sprite_2d.tscn `` if you haven't already, then press :kbd: `F6 ` (:kbd: `Cmd + R ` on macOS)
168- to run it. Look at the ** Output ** bottom panel that expands.
168+ to run it. Look at the :ui: ` Output ` bottom panel that expands.
169169It should display "Hello, world!".
170170
171171.. image :: img/scripting_first_script_print_hello_world.webp
@@ -178,7 +178,7 @@ Turning around
178178
179179It's time to make our node move and rotate. To do so, we're going to add two
180180member variables to our script: the movement speed in pixels per second and the
181- angular speed in radians per second. Add the following after the ``extends Sprite2D `` line.
181+ angular speed in radians per second. Add the following after the ``extends Sprite2D `` line.
182182
183183.. tabs ::
184184 .. code-tab :: gdscript GDScript
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