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1 | | -:article_outdated: True |
2 | | - |
3 | 1 | .. _doc_customizing_editor: |
4 | 2 |
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5 | 3 | Customizing the interface |
6 | 4 | ========================= |
7 | 5 |
|
8 | | -Godot's interface lives in a single window. You cannot split it across multiple |
9 | | -screens although you can work with an external code editor like Atom or Visual |
10 | | -Studio Code for instance. |
| 6 | +Godot's interface lives in a single window by default. Since Godot 4.0, you can |
| 7 | +split several elements to separate windows to better make use of multi-monitor |
| 8 | +setups. |
11 | 9 |
|
12 | 10 | Moving and resizing docks |
13 | | -~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 11 | +------------------------- |
14 | 12 |
|
15 | 13 | Click and drag on the edge of any dock or panel to resize it horizontally or |
16 | | -vertically. |
| 14 | +vertically: |
| 15 | + |
| 16 | +.. figure:: img/editor_ui_resize_dock.webp |
| 17 | + :align: center |
| 18 | + :alt: Resizing a dock in the editor |
| 19 | + |
| 20 | + Resizing a dock in the editor |
17 | 21 |
|
18 | | -.. image:: img/editor_ui_intro_editor_07.png |
| 22 | +Click the "3 vertical dots" icon at the top of any dock to change its location, |
| 23 | +or split it to a separate window by choosing **Make Floating** in the submenu that appears: |
19 | 24 |
|
20 | | -Click the three-dotted icon at the top of any dock to change its location. |
| 25 | +.. figure:: img/editor_ui_move_dock.webp |
| 26 | + :align: center |
| 27 | + :alt: Moving a dock in the editor |
21 | 28 |
|
22 | | -.. image:: img/editor_ui_intro_editor_08.png |
| 29 | + Moving a dock in the editor |
23 | 30 |
|
24 | | -Go to the ``Editor`` menu and ``Editor Settings`` to fine-tune the look and feel |
25 | | -of the editor. |
| 31 | +To move a floating dock back to the editor window, close the dock window using |
| 32 | +the **×** button in the top-right corner of the window (or in the top-left |
| 33 | +corner on macOS). Alternatively, you can press :kbd:`Alt + F4` while the split |
| 34 | +window is focused. |
26 | 35 |
|
27 | 36 | .. This page lacks information about: |
28 | 37 |
|
29 | 38 | - Useful editor settings or sections of the settings window that are |
30 | 39 | relevant to customizing the interface. |
31 | 40 | - Layouts |
| 41 | +
|
| 42 | +Splitting the script or shader editor to its own window |
| 43 | +------------------------------------------------------- |
| 44 | + |
| 45 | +.. note:: |
| 46 | + |
| 47 | + This feature is only available on platforms that support spawning multiple |
| 48 | + windows: Windows, macOS and Linux. |
| 49 | + |
| 50 | + This feature is also not available if **Single Window Mode** is enabled in |
| 51 | + the Editor Settings. |
| 52 | + |
| 53 | +Since Godot 4.1, you can split the script or shader editor to its own window. |
| 54 | + |
| 55 | +To split the script editor to its own window, click the corresponding button in |
| 56 | +the top-right corner of the script editor: |
| 57 | + |
| 58 | +.. figure:: img/editor_ui_split_script_editor.webp |
| 59 | + :align: center |
| 60 | + :alt: Splitting the script editor to its own window |
| 61 | + |
| 62 | + Splitting the script editor to its own window |
| 63 | + |
| 64 | +To split the shader editor to its own window, click the corresponding button in |
| 65 | +the top-right corner of the script editor: |
| 66 | + |
| 67 | +.. figure:: img/editor_ui_split_shader_editor.webp |
| 68 | + :align: center |
| 69 | + :alt: Splitting the shader editor to its own window |
| 70 | + |
| 71 | + Splitting the shader editor to its own window |
| 72 | + |
| 73 | +To go back to the previous state (with the script/shader editor embedded in the |
| 74 | +editor window), close the split window using the **×** button in the top-right |
| 75 | +corner of the window (or in the top-left corner on macOS). Alternatively, you |
| 76 | +can press :kbd:`Alt + F4` while the split window is focused. |
| 77 | + |
| 78 | +Customizing editor layouts |
| 79 | +-------------------------- |
| 80 | + |
| 81 | +You may want to save and load a dock configuration depending on the kind of task |
| 82 | +you're working on. For instance, when working on animating a character, it may |
| 83 | +be more convenient to have docks laid out in a different fashion compared to |
| 84 | +when you're designing a level. |
| 85 | + |
| 86 | +For this purpose, Godot provides a way to save and restore editor layouts. |
| 87 | +Before saving a layout, make changes to the docks you'd like to save. The |
| 88 | +following changes are persisted to the saved layout: |
| 89 | + |
| 90 | +- Moving a dock. |
| 91 | +- Resizing a dock. |
| 92 | +- Making a dock floating. |
| 93 | +- Changing a floating dock's position or size. |
| 94 | +- FileSystem dock properties: split mode, display mode, sorting order, file list |
| 95 | + display mode, selected paths and unfolded paths. |
| 96 | + |
| 97 | +.. note:: |
| 98 | + |
| 99 | + Splitting the script or shader editor to its own window is *not* persisted |
| 100 | + as part of a layout. |
| 101 | + |
| 102 | +After making changes, open the **Editor** menu at the top of the editor then |
| 103 | +choose **Editor Layouts > Save**. Enter a name for the layout, then click |
| 104 | +**Save**. If you've already saved an editor layout, you can choose to override |
| 105 | +an existing layout using the list. |
| 106 | + |
| 107 | +After making changes, open the **Editor** menu at the top of the editor then |
| 108 | +choose **Editor Layouts**. In the dropdown list, you will see a list of saved |
| 109 | +editor layouts, plus **Default** which is a hardcoded editor layout that can't |
| 110 | +be removed. The default layout matches a fresh Godot installation with no |
| 111 | +changes made to the docks' position and size, and no floating docks. |
| 112 | + |
| 113 | +You can remove a layout using the **Delete** option in the **Editor Layouts** |
| 114 | +dropdown. |
| 115 | + |
| 116 | +.. tip:: |
| 117 | + |
| 118 | + If you name the saved layout ``Default`` (case-sensitive), the default |
| 119 | + editor layout will be overwritten. Note that the ``Default`` does not appear |
| 120 | + in the list of layouts to overwrite until you overwrite it once, but you can |
| 121 | + still write its name manually. |
| 122 | + |
| 123 | + You can go back to the standard default layout by removing the ``Default`` |
| 124 | + layout after overriding it. (This option does not appear if you haven't |
| 125 | + overridden the default layout yet.) |
| 126 | + |
| 127 | +Editor layouts are saved to a file named ``editor_layouts.cfg`` in |
| 128 | +the configuration path of the :ref:`doc_data_paths_editor_data_paths`. |
| 129 | + |
| 130 | +Customizing editor settings |
| 131 | +--------------------------- |
| 132 | + |
| 133 | +In the **Editor** menu at the top of the editor, you can find an **Editor |
| 134 | +Settings** option. This opens a window similar to the Project Settings, but with |
| 135 | +settings used by the editor. These settings are shared across all projects and |
| 136 | +are not saved in the project files. |
| 137 | + |
| 138 | +.. figure:: img/editor_settings.webp |
| 139 | + :align: center |
| 140 | + :alt: The Editor Settings window |
| 141 | + |
| 142 | + The Editor Settings window |
| 143 | + |
| 144 | +Some commonly changed settings are: |
| 145 | + |
| 146 | +- **Interface > Editor > Editor Language:** Controls the language the editor |
| 147 | + displays in. To make English tutorials easier to follow, you may want to |
| 148 | + change this to English so that menu names are identical to names referred to |
| 149 | + by tutorials. The language can also be changed in the top-right corner of the |
| 150 | + project manager. |
| 151 | +- **Interface > Editor > Display Scale:** Controls how large UI elements display |
| 152 | + on screen. The default **Auto** setting finds a suitable value based on your |
| 153 | + display's DPI and resolution. Due to engine limitations, it only takes the |
| 154 | + display-provided scaling factor on macOS, not on Windows or Linux. |
| 155 | +- **Interface > Editor > Single Window Mode:** If enabled, this forces the |
| 156 | + editor to use a single window. This disables certain features such as |
| 157 | + splitting the script/shaders editor to their own window. Single-window mode |
| 158 | + can be more stable, especially on Linux when using Wayland. |
| 159 | +- **Interface > Theme > Preset:** The editor theme preset to use. The **Light** theme |
| 160 | + preset may be easier to read if you're outdoors or in a room with sunlight. |
| 161 | + The **Black (OLED)** preset can reduce power consumption on OLED displays, |
| 162 | + which are increasingly common in laptops and phones/tablets. |
| 163 | +- **FileSystem > Directories > Autoscan Project Path:** This can be set to a |
| 164 | + folder path that will be automatically scanned for projects in the project |
| 165 | + manager every time it starts. |
| 166 | +- **FileSystem > Directories > Default Project Path:** Controls the default |
| 167 | + location where new projects are created in the project manager. |
| 168 | +- **Editors > 3D > Emulate Numpad:** This allows using the top row 0-9 keys in |
| 169 | + the 3D editor as their equivalent numpad keys. It's recommended to enable this |
| 170 | + option if you don't have a number pad on your keyboard. |
| 171 | +- **Editors > 3D > Emulate 3 Button Mouse:** This allows using the pan, zoom and |
| 172 | + orbit modifiers in the 3D editor even when not holding down any mouse button. |
| 173 | + It's recommended to enable this option if you're using a trackpad. |
| 174 | + |
| 175 | +See the :ref:`class_EditorSettings` class reference for a complete description |
| 176 | +of most editor settings. You can also hover an editor setting's name with the |
| 177 | +mouse in the Editor Settings to show its description. |
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