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# Existing Project
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1. Update the project’s main scene (if skipped during plugin install).
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1. Go to `Project > Project Settings… > General > Application > Run`.
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2. Update `Main Scene` to `main_menu.tscn`.
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1. Alternatively, any scene the inherits from it. One exists in the `examples/` folder.
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3. Close the window.
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2. Update the project’s name in the main menu.
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1. Open `main_menu.tscn`.
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2. Select the `Title` node.
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3. Update the `Text` to your project's title.
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4. Select the `Subtitle` node.
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5. Update the `Text` to a desired subtitle or empty.
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6. Save the scene.
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3. Link the main menu to the game scene.
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1. Open `main_menu.tscn`.
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2. Select the `MainMenu` node.
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3. Update `Game Scene Path` to the path of the project's game scene.
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4. Save the scene.
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4. Add background music and sound effects to the UI.
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1. Add `Music` and `SFX` to the project's default audio busses.
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1. Open the Audio bus editor.
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2. Click the button "Add Bus" twice (x2).
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3. Name the two new busses `Music` and `SFX`.
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4. Save the project.
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2. Add background music to the Main Menu.
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1. Import the music asset into the project.
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2. Open `main_menu.tscn`.
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3. Select the `BackgroundMusicPlayer` node.
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4. Assign the music asset to the `stream` property.
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5. Save the scene.
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3. Add sound effects to UI elements.
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1. By scene.
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1. Open `main_menu.tscn`.
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2. Select the `UISoundController` node.
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3. Add audio streams to the various UI node events.
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4. Save the scene.
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2. Project-wide.
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1. Open `project_ui_sound_controller.tscn`.
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2. Select the `UISoundController` node.
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3. Add audio streams to the various UI node events.
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4. Save the scene.
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5. Add readable names for input actions to the controls menu.
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1. Open `input_options_menu.tscn` (or `master_options_menu.tscn`, which contains an instance of the scene).
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2. Select the `Controls` node.
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3. Update the `Action Name Map` to show readable names for the project's input actions.
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1. The keys are the project's input action names, while the values are the names shown in the controls menu.
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2. An example is provided. It can be updated or removed, either in the inspector for the node, or in the code of `input_options_menu.gd`.
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4. Save the scene.
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6. Add / remove configurable settings to / from menus.
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1. Open `mini_options_menu.tscn` or `[audio|visual|input|game]_options_menu.tscn` scenes to edit their options.
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2. If an option is not desired, it can always be hidden, or removed entirely (sometimes with some additional work).
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3. If a new option is desired, it can be added without writing code.
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1. Find the node that contains the existing list of options. Usually, it's a `VBoxContainer`.
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2. Add an `option_control.tscn` node as a child to the container.
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1. `slider_option_control.tscn` or `toggle_option_control.tscn` can be used if those types match requirements. In that case, skip step 6.
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2. `list_option_control.tscn` and `vector_2_list_option_control.tscn` are also available, but more complicated. See the `ScreenResolution` example.
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3. Select the `OptionControl` node just added, to edit it in the inspector.
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4. Add an `Option Name`. This prefills the `Key` string.
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5. Select an `Option Section`. This prefills the `Section` string.
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6. Add any kind of `Button`, `Slider`, `LineEdit`, or `TextEdit` to the `OptionControl` node.
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7. Save the scene.
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4. For options to have an effect outside of the menu, it will need to be referenced by its `key` and `section` from `config.gd`.
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1. `Config.get_config(section, key, default_value)`
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5. Validate the values being stored in your local `config.cfg` file.
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1. Refer to [Accessing Persistent User Data User](https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html#accessing-persistent-user-data-user) to find Godot user data on your machine.
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2. Find the directory that matches your project's name.
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3. `config.cfg` should be in the top directory of the project.
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7. Update the game credits / attribution.
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1. Update the example `ATTRIBUTION.md` with the project's credits.
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2. Open `credits.tscn`.
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3. Check the `CreditsLabel` has updated with the text.
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4. Save the scene.
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