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1
Best practices
ثبِّت القسم الفرعي Best practices
1.1
Introduction
1.2
Applying object-oriented principles in Godot
1.3
Scene organization
1.4
When to use scenes versus scripts
1.5
Autoloads versus regular nodes
1.6
When and how to avoid using nodes for everything
1.7
Godot interfaces
1.8
Godot notifications
1.9
Data preferences
1.10
Logic preferences
1.11
Project organization
1.12
Version control systems
2
Editor introduction
ثبِّت القسم الفرعي Editor introduction
2.1
Using the Project Manager
2.2
The Inspector
2.3
Project Settings
2.4
Default editor shortcuts
2.5
Customizing the interface
2.6
Using the Android editor
2.7
Using the Web editor
2.8
Command line tutorial
2.9
Using an external text editor
2.10
Managing editor features
3
Migrating to a new version
ثبِّت القسم الفرعي Migrating to a new version
3.1
Upgrading from Godot 3 to Godot 4
3.2
Upgrading from Godot 4.0 to Godot 4.1
4
2D
ثبِّت القسم الفرعي 2D
4.1
Canvas layers
4.2
Viewport and canvas transforms
4.3
2D lights and shadows
4.4
2D meshes
4.5
2D sprite animation
4.6
2D particle systems
4.7
2D antialiasing
4.8
Custom drawing in 2D
4.9
2D movement overview
4.10
Using TileSets
4.11
Using TileMaps
5
3D
ثبِّت القسم الفرعي 3D
5.1
Introduction to 3D
5.2
Using 3D transforms
5.3
Procedural geometry
5.4
3D text
5.5
3D rendering limitations
5.6
Standard Material 3D and ORM Material 3D
5.7
3D lights and shadows
5.8
Using decals
5.9
Physical light and camera units
5.10
Particle systems (3D)
5.11
High dynamic range lighting
5.12
Global illumination
5.13
Introduction to global illumination
5.14
Using Voxel global illumination
5.15
Signed distance field global illumination (SDFGI)
5.16
Using Lightmap global illumination
5.17
Reflection probes
5.18
Faking global illumination
5.19
Environment and post-processing
5.20
Volumetric fog and fog volumes
5.21
3D antialiasing
5.22
Using MultiMeshInstance3D
5.23
Mesh level of detail (LOD)
5.24
Visibility ranges (HLOD)
5.25
Occlusion culling
5.26
Resolution scaling
5.27
Variable rate shading
5.28
Prototyping levels with CSG
5.29
Using GridMaps
6
Animation
ثبِّت القسم الفرعي Animation
6.1
Introduction to the animation features
6.2
Animation Track types
6.3
Cutout animation
6.4
2D skeletons
6.5
Using AnimationTree
6.6
Playing videos
6.7
Creating movies
7
Assets pipeline
ثبِّت القسم الفرعي Assets pipeline
7.1
Import process
7.2
Importing images
7.3
Importing audio samples
7.4
Importing translations
7.5
Importing 3D scenes
7.6
Retargeting 3D Skeletons
7.7
Exporting 3D scenes
7.8
Blender ESCN exporter
7.9
Materials
7.10
Physics properties
7.11
Lights
7.12
Mesh
7.13
Skeleton
7.14
Animation
8
Audio
ثبِّت القسم الفرعي Audio
8.1
Audio buses
8.2
Audio effects
8.3
Audio streams
8.4
Sync the gameplay with audio and music
8.5
Recording with microphone
8.6
Text to speech
9
Export
ثبِّت القسم الفرعي Export
9.1
Exporting projects
9.2
Exporting packs, patches, and mods
9.3
Feature tags
9.4
Exporting for Linux
9.5
Exporting for macOS
9.6
Running Godot apps on macOS
9.7
Exporting for Windows
9.8
Changing application icon for Windows
9.9
Exporting for Universal Windows Platform
9.10
Exporting for iOS
9.11
Exporting for Android
9.12
Custom builds for Android
9.13
Exporting for the Web
9.14
Exporting for dedicated servers
9.15
One-click deploy
10
File and data I/O
ثبِّت القسم الفرعي File and data I/O
10.1
Background loading
10.2
File paths in Godot projects
10.3
Saving games
10.4
Binary serialization API
11
Internationalization
ثبِّت القسم الفرعي Internationalization
11.1
Internationalizing games
11.2
Localization using gettext
11.3
Locale codes
11.4
Pseudolocalization
12
Input handling
ثبِّت القسم الفرعي Input handling
12.1
Using InputEvent
12.2
Input examples
12.3
Mouse and input coordinates
12.4
Customizing the mouse cursor
12.5
Controllers, gamepads, and joysticks
12.6
Handling quit requests
13
Math
ثبِّت القسم الفرعي Math
13.1
Vector math
13.2
Advanced vector math
13.3
Matrices and transforms
13.4
Interpolation
13.5
Beziers, curves and paths
13.6
Random number generation
14
Navigation
ثبِّت القسم الفرعي Navigation
14.1
2D Navigation Overview
14.2
3D Navigation Overview
14.3
Using NavigationServer
14.4
Using NavigationMaps
14.5
Using NavigationRegions
14.6
Using NavigationMeshes
14.7
Using NavigationPaths
14.8
Using NavigationPathQueryObjects
14.9
Using NavigationAgents
14.10
Using NavigationObstacles
14.11
Using NavigationLinks
14.12
Using NavigationLayers
14.13
Navigation Debug Tools
14.14
Connecting NavigationMeshes
14.15
Support different actor types
14.16
Support different actor locomotion
14.17
Support different actor area access
14.18
Optimizing Navigation Performance
15
Networking
ثبِّت القسم الفرعي Networking
15.1
High-level multiplayer
15.2
Making HTTP requests
15.3
HTTP client class
15.4
SSL certificates
15.5
WebSocket
15.6
WebRTC
16
Performance
ثبِّت القسم الفرعي Performance
16.1
General optimization tips
16.2
Optimization using Servers
16.3
CPU optimization
16.4
GPU optimization
16.5
Optimization using MultiMeshes
16.6
Optimizing 3D performance
16.7
Animating thousands of objects
16.8
Using multiple threads
16.9
Thread-safe APIs
17
Physics
ثبِّت القسم الفرعي Physics
17.1
Physics introduction
17.2
Using RigidBody
17.3
Using Area2D
17.4
Using CharacterBody2D/3D
17.5
Ray-casting
17.6
Ragdoll system
17.7
Kinematic character (2D)
17.8
Using SoftBody
17.9
Collision shapes (2D)
17.10
Collision shapes (3D)
17.11
Large world coordinates
17.12
Troubleshooting physics issues
18
Platform-specific
ثبِّت القسم الفرعي Platform-specific
18.1
Android plugins
18.2
Creating Android plugins
18.3
Android in-app purchases
18.4
iOS plugins
18.5
Creating iOS plugins
18.6
Plugins for iOS
18.7
HTML5
18.8
HTML5 shell class reference
18.9
Custom HTML page for Web export
18.10
Console support in Godot
19
Plugins
ثبِّت القسم الفرعي Plugins
19.1
Editor plugins
19.2
Installing plugins
19.3
Making plugins
19.4
Making main screen plugins
19.5
Import plugins
19.6
3D gizmo plugins
19.7
Inspector plugins
19.8
Visual Shader plugins
19.9
Running code in the editor
20
Rendering
ثبِّت القسم الفرعي Rendering
20.1
Using Viewports
20.2
Multiple resolutions
20.3
Fixing jitter, stutter and input lag
21
Scripting
ثبِّت القسم الفرعي Scripting
21.1
programming languages
21.1.1
GDScript
21.1.1.1
GDScript reference
21.1.1.2
GDScript: An introduction to dynamic languages
21.1.1.3
GDScript exports
21.1.1.4
GDScript documentation comments
21.1.1.5
GDScript style guide
21.1.1.6
Static typing in GDScript
21.1.1.7
GDScript warning system
21.1.1.8
GDScript format strings
21.1.2
C#
21.1.2.1
C# basics
21.1.2.2
C# features
21.1.2.3
C# API differences to GDScript
21.1.2.4
C# collections
21.1.2.5
C# Variant
21.1.2.6
C# signals
21.1.2.7
C# exports
21.1.2.8
C# global classes
21.1.2.9
C# style guide
21.1.3
GDExtension
21.1.3.1
What is GDExtension?
21.1.3.2
GDExtension C++ example
21.2
core features
21.2.1
How to read the Godot API
21.2.2
Debug
21.2.3
Overview of debugging tools
21.2.4
Debugger panel
21.2.5
The Profiler
21.2.6
Custom performance monitors
21.2.7
Idle and Physics Processing
21.2.8
Groups
21.2.9
Nodes and scene instances
21.2.10
Overridable functions
21.2.11
Cross-language scripting
21.2.12
Creating script templates
21.2.13
Evaluating expressions
21.2.14
Change scenes manually
21.2.15
Instancing with signals
21.2.16
Pausing games and process mode
21.2.17
File system
21.2.18
Resources
21.2.19
Singletons (Autoload)
21.2.20
Using SceneTree
21.2.21
Scene Unique Nodes
22
Shaders
ثبِّت القسم الفرعي Shaders
22.1
Introduction to shaders
22.1.1
Shading reference
22.1.2
Shading language
22.1.3
Shader preprocessor
22.1.4
Spatial shaders
22.1.5
CanvasItem shaders
22.1.6
Particle shaders
22.1.7
Sky shaders
22.1.8
Fog shaders
22.2
Your first shader
22.2.1
Your first 2D shader
22.2.2
Your first 3D shader
22.2.3
Your second 3D shader
22.3
Shader materials
22.4
Using VisualShaders
22.5
Using compute shaders
22.6
Screen-reading shaders
22.7
Converting GLSL to Godot shaders
22.8
Shaders style guide
22.9
Advanced post-processing
22.10
Using a Viewport as a texture
22.11
Custom post-processing
22.12
Making trees
23
User interface (UI)
ثبِّت القسم الفرعي User interface (UI)
23.1
Size and anchors
23.2
Using Containers
23.3
Custom GUI controls
23.4
Keyboard/Controller Navigation and Focus
23.5
Control node gallery
23.6
Introduction to GUI skinning
23.7
Using the theme editor
23.8
Theme type variations
23.9
Using Fonts
23.10
BBCode in RichTextLabel
24
XR
ثبِّت القسم الفرعي XR
24.1
Setting up XR
24.2
Deploying to Android
24.3
Introducing XR tools
24.4
Basic XR Locomotion
24.5
The XR action map
24.6
Room scale in XR
24.7
The OpenXR hand tracking
24.8
The OpenXR passthrough
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Godot
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انقل للشريط الجانبي
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ماذا يصل هنا
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نسخة للطباعة
وصلة دائمة
معلومات عن هذه الصفحة
من موسوعة حسوب
Best practices
Introduction
Applying object-oriented principles in Godot
Scene organization
When to use scenes versus scripts
Autoloads versus regular nodes
When and how to avoid using nodes for everything
Godot interfaces
Godot notifications
Data preferences
Logic preferences
Project organization
Version control systems
Editor introduction
Using the Project Manager
The Inspector
Project Settings
Default editor shortcuts
Customizing the interface
Using the Android editor
Using the Web editor
Command line tutorial
Using an external text editor
Managing editor features
Migrating to a new version
Upgrading from Godot 3 to Godot 4
Upgrading from Godot 4.0 to Godot 4.1
2D
Canvas layers
Viewport and canvas transforms
2D lights and shadows
2D meshes
2D sprite animation
2D particle systems
2D antialiasing
Custom drawing in 2D
2D movement overview
Using TileSets
Using TileMaps
3D
Introduction to 3D
Using 3D transforms
Procedural geometry
3D text
3D rendering limitations
Standard Material 3D and ORM Material 3D
3D lights and shadows
Using decals
Physical light and camera units
Particle systems (3D)
High dynamic range lighting
Global illumination
Introduction to global illumination
Using Voxel global illumination
Signed distance field global illumination (SDFGI)
Using Lightmap global illumination
Reflection probes
Faking global illumination
Environment and post-processing
Volumetric fog and fog volumes
3D antialiasing
Using MultiMeshInstance3D
Mesh level of detail (LOD)
Visibility ranges (HLOD)
Occlusion culling
Resolution scaling
Variable rate shading
Prototyping levels with CSG
Using GridMaps
Animation
Introduction to the animation features
Animation Track types
Cutout animation
2D skeletons
Using AnimationTree
Playing videos
Creating movies
Assets pipeline
Import process
Importing images
Importing audio samples
Importing translations
Importing 3D scenes
Retargeting 3D Skeletons
Exporting 3D scenes
Blender ESCN exporter
Materials
Physics properties
Lights
Mesh
Skeleton
Animation
Audio
Audio buses
Audio effects
Audio streams
Sync the gameplay with audio and music
Recording with microphone
Text to speech
Export
Exporting projects
Exporting packs, patches, and mods
Feature tags
Exporting for Linux
Exporting for macOS
Running Godot apps on macOS
Exporting for Windows
Changing application icon for Windows
Exporting for Universal Windows Platform
Exporting for iOS
Exporting for Android
Custom builds for Android
Exporting for the Web
Exporting for dedicated servers
One-click deploy
File and data I/O
Background loading
File paths in Godot projects
Saving games
Binary serialization API
Internationalization
Internationalizing games
Localization using gettext
Locale codes
Pseudolocalization
Input handling
Using InputEvent
Input examples
Mouse and input coordinates
Customizing the mouse cursor
Controllers, gamepads, and joysticks
Handling quit requests
Math
Vector math
Advanced vector math
Matrices and transforms
Interpolation
Beziers, curves and paths
Random number generation
Navigation
2D Navigation Overview
3D Navigation Overview
Using NavigationServer
Using NavigationMaps
Using NavigationRegions
Using NavigationMeshes
Using NavigationPaths
Using NavigationPathQueryObjects
Using NavigationAgents
Using NavigationObstacles
Using NavigationLinks
Using NavigationLayers
Navigation Debug Tools
Connecting NavigationMeshes
Support different actor types
Support different actor locomotion
Support different actor area access
Optimizing Navigation Performance
Networking
High-level multiplayer
Making HTTP requests
HTTP client class
SSL certificates
WebSocket
WebRTC
Performance
General optimization tips
Optimization using Servers
CPU optimization
GPU optimization
Optimization using MultiMeshes
Optimizing 3D performance
Animating thousands of objects
Using multiple threads
Thread-safe APIs
Physics
Physics introduction
Using RigidBody
Using Area2D
Using CharacterBody2D/3D
Ray-casting
Ragdoll system
Kinematic character (2D)
Using SoftBody
Collision shapes (2D)
Collision shapes (3D)
Large world coordinates
Troubleshooting physics issues
Platform-specific
Android plugins
Creating Android plugins
Android in-app purchases
iOS plugins
Creating iOS plugins
Plugins for iOS
HTML5
HTML5 shell class reference
Custom HTML page for Web export
Console support in Godot
Plugins
Editor plugins
Installing plugins
Making plugins
Making main screen plugins
Import plugins
3D gizmo plugins
Inspector plugins
Visual Shader plugins
Running code in the editor
Rendering
Using Viewports
Multiple resolutions
Fixing jitter, stutter and input lag
Scripting
programming languages
GDScript
GDScript reference
GDScript: An introduction to dynamic languages
GDScript exports
GDScript documentation comments
GDScript style guide
Static typing in GDScript
GDScript warning system
GDScript format strings
C#
C# basics
C# features
C# API differences to GDScript
C# collections
C# Variant
C# signals
C# exports
C# global classes
C# style guide
GDExtension
What is GDExtension?
GDExtension C++ example
core features
How to read the Godot API
Debug
Overview of debugging tools
Debugger panel
The Profiler
Custom performance monitors
Idle and Physics Processing
Groups
Nodes and scene instances
Overridable functions
Cross-language scripting
Creating script templates
Evaluating expressions
Change scenes manually
Instancing with signals
Pausing games and process mode
File system
Resources
Singletons (Autoload)
Using SceneTree
Scene Unique Nodes
Shaders
Introduction to shaders
Shading reference
Shading language
Shader preprocessor
Spatial shaders
CanvasItem shaders
Particle shaders
Sky shaders
Fog shaders
Your first shader
Your first 2D shader
Your first 3D shader
Your second 3D shader
Shader materials
Using VisualShaders
Using compute shaders
Screen-reading shaders
Converting GLSL to Godot shaders
Shaders style guide
Advanced post-processing
Using a Viewport as a texture
Custom post-processing
Making trees
User interface (UI)
Size and anchors
Using Containers
Custom GUI controls
Keyboard/Controller Navigation and Focus
Control node gallery
Introduction to GUI skinning
Using the theme editor
Theme type variations
Using Fonts
BBCode in RichTextLabel
XR
Setting up XR
Deploying to Android
Introducing XR tools
Basic XR Locomotion
The XR action map
Room scale in XR
The OpenXR hand tracking
The OpenXR passthrough
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