VideoStream — Godot Engine (stable) 正體中文(台灣) 文件

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Base resource for video streams. Base resource type for all video streams. Classes that derive from VideoStream can all be used as resource types to play ... stable 一般 關於 簡介 開始之前 關於GodotEngine 關於本文件 說明文件架構 常見問題 Godot可以做什麼?要花多少錢?授權條款是什麼? Godot支援哪些平台? Godot支援哪些程式語言? GDScript是什麼?為什麼要用GDScript? 創造GDScript的動機是什麼? Godot支援什麼格式的3D模型? Godot會支援[自行帶入FMOD,GameWorks等閉源SDK]嗎? 如何在我的作業系統上安裝Godot編輯器(進行桌面整合)? Windows macOS Linux Godot編輯器是個免安裝軟體嗎? 為什麼Godot要用Vulkan與OpenGL而不是Direct3D? 為什麼Godot致力於保持小型的核心功能集? 要怎麼做出能應付多種解析度與長寬比的素材呢? 如何擴充Godot? 下個版本什麼時候出? 我想參與貢獻!要從哪裡開始? 我有個大膽的想法可以給Godot。

該分享去哪裡? 可以使用Godot來建立非遊戲應用程式嗎? 可以把Godot當作函式庫來用嗎? WhatuserinterfacetoolkitdoesGodotuse? 為什麼Godot不使用STL(StandardTemplateLibrary)? Godot怎麼不用例外(Excaption)? Godot怎麼不強制RTTI? Godot怎麼不強制使用者實作DoD? 要怎麼參與貢獻或支持Godot的開發呢? 有誰在為Godot工作?如何聯絡? 疑難排解 我在編輯器與專案管理員中做任何事情感覺都慢了一幀。

在編輯器中旋轉3D相機時,柵欄不見了,網格也變成了全黑。

編輯器或專案花了很多時間才打開。

EditortooltipsintheInspectorandNodedocksblinkwhenthey'redisplayed. 點擊系統主控台後,Godot編輯器沒有回應。

在專案管理員與編輯器視窗左上角出現"NODC"之類的文字。

專案視窗看起來很模式,編輯器則不會。

執行專案時,專案視窗沒有顯示在正中間。

專案可以從編輯器裡執行,但是從匯出的版本執行時無法載入某些檔案。

功能清單 功能 支援平台 編輯器 2D圖像 2D工具 2D物理 3D圖形 3D工具 3D物理 著色器 撰寫腳本 音訊 匯入 輸入 導航 網路 在地化 視窗環境與作業系統整合 行動平台 支援XR(AR與VR) GUI圖形界面系統 動畫 Fileformats 其他 說明文件修改記錄 自3.1版以來新增的教學 專案工作流程 2D 音訊 數學運算 輸入 在地化 著色器 網路 VR 外掛 多執行緒 建立內容 最佳化 法務 自3.0版以來新增的教學 按部就班 撰寫腳本 專案工作流程 2D 3D 物理 動畫 圖形使用者介面 檢視區 著色器 外掛 個別平台 多執行緒 建立內容 其他 編譯 引擎開發 Godot版本釋出政策 Godot版本 釋出支援時程 下個版本什麼時候出? Complyingwithlicenses Whatarelicenses? 系統需求 Inclusion Creditsscreen Licensesscreen Outputlog Accompanyingfile Printedmanual Linktothelicense Third-partylicenses FreeType ENet mbedTLS 入門 簡介 IntroductiontoGodot WhatisGodot? Whatcantheenginedo? Howdoesitworkandlook? Programminglanguages WhatdoIneedtoknowtouseGodot? OverviewofGodot'skeyconcepts 場景 節點 場景樹 訊號 總結 FirstlookatGodot'seditor TheProjectmanager FirstlookatGodot'seditor Thefourmainscreens Integratedclassreference Learningnewfeatures Makingthemostofthismanual Learningtothinklikeaprogrammer Learningwiththecommunity Communitytutorials Godot的設計理念 物件導向的設計與組合 一條龍服務的套裝軟體 開放原始碼 社群驅動 Godot編輯器就是一個Godot遊戲 互相獨立的2D與3D引擎 按部就班 節點與場景 節點 場景 Creatingyourfirstscene Changinganode'sproperties Runningthescene Settingthemainscene Creatinginstances Inpractice Editingscenesandinstances Sceneinstancesasadesignlanguage 總結 Scriptinglanguages Availablescriptinglanguages WhichlanguageshouldIuse? GDScript .NET/C# 視覺腳本(VisualScript) CandC++viaGDNative 總結 Creatingyourfirstscript 設定專案 Creatinganewscript Hello,world! Turningaround Movingforward Completescript Listeningtoplayerinput Movingwhenpressing"up" Completescript 總結 Usingsignals 場景設定 Connectingasignalintheeditor Connectingasignalviacode Completescript 自定訊號 總結 Yourfirst2Dgame Prerequisites 內容 Settinguptheproject 組織專案 Creatingtheplayerscene 節點結構 Sprite動畫 Codingtheplayer 選擇動畫 準備碰撞 Creatingtheenemy 設定節點 敵人腳本 Themaingamescene 產生怪物 Main(主要)腳本 測試場景 Headsupdisplay ScoreLabel 訊息 StartButton 將HUD場景連接至Main場景 刪除舊的怪物 最終調整 背景 音效 鍵盤快捷鍵 您的第一個3D遊戲 內容 設定遊戲區域 Settinguptheplayablearea Player場景與輸入事件 Creatinginputactions 使用程式碼移動玩家 Testingourplayer'smovement 設計敵人場景 Removingmonstersoff-screen 產生怪物 Creatingthespawnpath Spawningmonstersrandomly 跳躍與壓扁怪物 Controllingphysicsinteractions Jumping Squashingmonsters 殺死玩家 HitboxwiththeAreanode Endingthegame Codecheckpoint 分數與重玩 CreatingaUItheme Keepingtrackofthescore Retryingthegame Addingmusic 角色動畫 Usingtheanimationeditor Thefloatanimation Animatingthemobs 來日方長 Exploringthemanual 教學 2D Canvas圖層 Viewport與Canvas項目 CanvasLayer Viewport與Canvas變換 簡介 Canvas變換 全域Canvas變換 拉伸變換 變換順序 變換函式 處理自定輸入事件 UsingTileMaps 簡介 設定專案 TileMap節點 建立TileSet 碰撞形體 圖塊合集(AtlasTile) 隨機圖塊優先級 自動圖塊(Autotile) 2x2 3x3(minimal) 3x3 Disablingautotile Autotilebinding Tipsandtricks Particlesystems(2D) 簡介 Particlenodes ParticlesMaterial 紋理貼圖 Timeparameters Lifetime OneShot Preprocess SpeedScale Explosiveness 隨機性 FixedFPS FractDelta Drawingparameters VisibilityRect 本地坐標 DrawOrder ParticlesMaterialsettings Direction Spread Flatness Gravity InitialVelocity AngularVelocity SpinVelocity OrbitVelocity LinearAcceleration RadialAcceleration TangentialAcceleration Damping Angle 縮放 顏色 Huevariation EmissionShapes 發射遮罩 發射色彩 2Dmovementoverview 簡介 Setup 8-waymovement Rotation+movement Rotation+movement(mouse) Click-and-move 總結 2Dlightsandshadows 簡介 Setup 節點 光照 Shadows 按部就班 2Dmeshes 簡介 Optimizingpixelsdrawn ConvertingSpritesto2Dmeshes Customdrawingin2D 簡介 Drawing Updating Anexample:drawingcirculararcs Arcfunction Drawthearconthescreen Arcpolygonfunction Dynamiccustomdrawing Antialiaseddrawing 工具 2DSpriteanimation 簡介 IndividualimageswithAnimatedSprite Controllingtheanimation SpritesheetwithAnimatedSprite SpritesheetwithAnimationPlayer ControllinganAnimationPlayeranimation 總結 3D 3D簡介 Spatial節點 3D內容 DCC創建的模型 生成的幾何體 即時幾何體 3D環境中的2D 環境 3D視窗 座標系 Spaceandmanipulationgizmos Viewmenu Defaultenvironment 攝影機 光照 使用3D變換(transforms) 簡介 ProblemsofEulerangles Axisorder Interpolation SaynotoEulerangles Introducingtransforms Manipulatingtransforms Precisionerrors Obtaininginformation Settinginformation Interpolatingwithquaternions Transformsareyourfriend 3Drenderinglimitations 簡介 Texturesizelimits Colorbanding Depthbufferprecision Transparencysorting Multi-sampleantialiasing SpatialMaterial 簡介 旗標 Transparent UseShadowtoOpacity Unshaded VertexLighting NoDepthTest UsePointSize WorldTriplanar FixedSize DoNotReceiveShadows DisableAmbientLight 確保正確法線 VertexColor UseasAlbedo IssRGB 參數 DiffuseMode SpecularMode BlendMode CullMode DepthDrawMode LineWidth PointSize BillboardMode BillboardKeepScale Grow UseAlphaScissor Materialcolors,mapsandchannels Albedo Metallic Roughness Emission Normalmap Rim Clearcoat Anisotropy AmbientOcclusion 深度 次表面散射 轉場 折射 Detail UV1andUV2 TriplanarMapping Proximityanddistancefade Renderpriority 3Dlightsandshadows 簡介 Lightnodes Shadowmapping Directionalshadowmapping Omnishadowmapping Spotshadowmapping Reflectionprobes 簡介 設定 Interiorvsexterior Blending Reflectionatlas UsingGIProbe 簡介 設定 Addinglights 反射 Interiorvsexterior Tweaking 品質 Bakedlightmaps 簡介 Visualcomparison 設定 Unwraponsceneimport UnwrapfromwithinGodot Unwrapfromyour3DDCC CheckingUV2 Settingupthescene Configurebounds Settingupmeshes Settinguplights 烘焙 Balancingbaketimeswithquality Configuringbake Dynamicobjects Environmentandpost-processing 環境 Cameranode WorldEnvironmentnode Defaultenvironment Environmentoptions 背景 AmbientLight Fog Tonemap AutoExposure(HDR) Mid-andpost-processingeffects Screen-SpaceReflections(SSR) Screen-SpaceAmbientOcclusion(SSAO) DepthofField/FarBlur DepthofField/NearBlur Glow Adjustments Highdynamicrangelighting 簡介 Computerdisplays Scenelinear&assetpipelines sRGBtransferfunctiontodisplaylinearratiosonimageimport HardwaresRGBtransferfunctiontodisplaylinearconversion Scenelineartodisplay-referrednonlinear ParametersofHDR UsingGridMaps 簡介 Exampleproject CreatingaMeshLibrary Collisions 材質 NavigationMeshes ExportingtheMeshLibrary UsingGridMap UsingGridMapincode UsingMultiMeshInstance 簡介 Settingupthenodes MultiMeshsettings TargetSurface SourceMesh MeshUpAxis RandomRotation RandomTilt RandomScale 縮放 數量 PrototypinglevelswithCSG IntroductiontoCSGnodes CSGtoolsfeatures CSGPolygon Custommeshes CSGCombiner Processingorder Prototypingalevel Usingprototypetextures Proceduralgeometry UsingtheArrayMesh ArrayMesh Generatinggeometry Saving UsingtheMeshDataTool UsingtheSurfaceTool UsingImmediateGeometry Whatisgeometry? WhatisaMesh? WhataMeshis Surfaces Surfacearray 工具 ArrayMesh MeshDataTool SurfaceTool ImmediateGeometry WhichoneshouldIuse? OccluderNodes OccluderShapeSphere OccluderShapePolygon Editinganddetails Holes Usingpolygonsdynamically RoomsandPortals IntroductiontoRoomsandPortals Minimizingmanuallabour Somecaveats FirststepswithRoomsandPortals TheRoomManager Rooms Portals Tryingitout UsingobjectsinRoomsandPortals Portalmode Sprawling Lighting AdvancedRoomandPortalusage Gameplaycallbacks VisbilityNotifiers/VisibilityEnablers RoomGroups InternalRooms EditingRoomsandPortals ExampleSceneTree CreatingroomsystemsinBlender(orothermodelingtools) Portalpointediting Roompointediting RoomManager Portals ParticleSystems Multimeshes RoomsandPortalsexample 簡介 Step1 Step2 Step3 Step4 Step5 Step6 結論 3Dtext 簡介 Label3D Textmesh 動畫 Introductiontotheanimationfeatures CreateanAnimationPlayernode Computeranimationreliesonkeyframes Tutorial:Creatingasimpleanimation 場景設定 Addingatrack Thesecondkeyframe Runtheanimation Backandforth Tracksettings Keyframesforotherproperties Editkeyframes Advanced:CallMethodtracks UsingRESETtracks Cutoutanimation Whatisit? CutoutanimationinGodot MakingofGBot Settinguptherig Adjustingthepivot RemoteTransform2Dnode Completingtheskeleton Skeletons IKchains Animationtips Settingkeyframesandexcludingproperties Creatingarestpose Modifyingrotationonly KeyframingIKchains Visuallymoveaspritebehinditsparent Settingeasingcurvesformultiplekeys 2DSkeletaldeform 2Dskeletons 簡介 Setup Creatingthepolygons Creatingtheskeleton Deformingthepolygons Internalvertices UsingAnimationTree 簡介 CreatinganAnimationTree Creatingatree Blendtree Blend2/Blend3 OneShot Seek TimeScale 轉場效果 BlendSpace2D BlendSpace1D StateMachine Rootmotion Controllingfromcode Statemachinetravel Playingvideos Supportedplaybackformats SettingupVideoPlayer Handlingresizinganddifferentaspectratios Displayingavideoona3Dsurface Videodecodingconditionsandrecommendedresolutions Playbacklimitations RecommendedTheoraencodingsettings Balancingqualityandfilesize FFmpeg:Convertwhilepreservingoriginalvideoresolution FFmpeg:Resizethevideothenconvertit Assetspipeline 匯入流程 於Godot3.0+匯入素材 更改匯入參數 重新匯入多個素材 自動重新匯入 產生的檔案 更改匯入資源類型 更改預設匯入參數 簡單是關鍵! 匯入圖片 支援的圖片格式 匯入紋理 偵測3D 壓縮 壓縮模式 HDR模式 法線貼圖 旗標 重覆 篩選 Mipmap 異向性 sRGB 處理 修正Alpha邊界 PremultipliedAlpha-預乘Alpha HDRassRGB-將HDR轉為sRGB 翻轉顏色 Svg 縮放 匯入音訊採樣 Supportedfiles 最佳實踐 Trimming-剪裁 Looping-循環 匯入翻譯 遊戲與在地化 翻譯格式 CSV匯入工具 匯入3D場景 Godot場景匯入工具 在Maya或3DSMax中匯出DAE檔 在Blender中匯出glTF2.0檔案 在Blender中匯出DAE檔 在Blender中匯出ESCN檔 Exportingtexturesseparately Exportingconsiderations 匯入工作流程 匯入選項 節點 材質 網格 額外檔案 Animation-動畫選項 FPS 篩選腳本 儲存 最佳化器 動畫片段 場景繼承 匯入小提示 刪除節點(-noimp) 建立碰撞(-col,-convcol,-colonly,-convcolonly) 建立導航(-navmesh) 建立VehicleBody(-vehicle) 建立VehicleWheel(-wheel) 剛體(-rigid) 動畫循環(-loop,-cycle) Exporting3Dscenes 概覽 限制 BlenderESCN匯出工具 匯入詳情 材質 物理屬性 光照 Mesh 骨架 動畫 禁用特定物件 建置管線整合 音訊 Audiobuses 簡介 Decibelscale Audiobuses Playbackofaudiothroughabus Addingeffects Amplify BandLimitandBandPass 截取 Chorus Compressor Delay Distortion EQ EQ6,EQ10,EQ21 篩選 HighPassFilter HighShelfFilter Limiter LowPassFilter LowShelfFilter NotchFilter Panner Phaser PitchShift Record Reverb SpectrumAnalyzer StereoEnhance Automaticbusdisabling Busrearrangement Defaultbuslayout Audiostreams 簡介 AudioStream AudioStreamPlayer AudioStreamPlayer2D AudioStreamPlayer3D Reverbbuses Doppler Syncthegameplaywithaudioandmusic 簡介 Usingthesystemclocktosync Usingthesoundhardwareclocktosync Recordingwithmicrophone Thestructureofthedemo 最佳實踐 簡介 在Godot中套用物件導向原則 在引擎中腳本是如何運作的 場景 場景組織 如何有效地建立關係 選擇一種節點樹架構 何時使用場景v.s.腳本 匿名型別 有名稱的型別 腳本效能vsPackedScene效能 結論 Autoloadv.s.一般節點 音訊截斷問題 管理共用功能或資料 什麼時候該用Autoload 該避免一直使用節點的情況與如何避免 Godot介面 取得物件參照 從物件中存取資料或邏輯 Godot通知 _processvs._physics_processvs.*_input _initvs.初始化vs.匯出 _readyvs._enter_treevs.NOTIFICATION_PARENTED 資料偏好 陣列vs.字典vs.物件 列舉類型:整數vs.字串 AnimatedTexturevs.AnimatedSpritevs.AnimationPlayervs.AnimationTree 邏輯偏好 載入(Load)vs.預載入(Preload) 大型關卡:靜態vs.動態 組織專案 簡介 組織 風格指南 匯入 忽略特定資料夾 區分大小寫 版本控制系統 簡介 官方Git外掛 在版本控制系統中忽略的檔案 在Windows上使用Git 編輯器使用手冊 命令行教學 命令列參照說明 路徑 設定專案路徑 建立專案 執行編輯器 清除場景 執行遊戲 偵錯 匯出 執行腳本 使用外部文字編輯器 Officialeditorplugins 預設編輯器快捷鍵 通用編輯器操作 2D/Canvas項目編輯器 3D/Spatial編輯器 文字編輯器 腳本編輯器 視覺腳本(VisualScript)編輯器 編輯器輸出 除錯工具 檔案對話框 檔案系統停駐列 場景樹Dock 動畫軌編輯器 圖塊地圖編輯器 圖塊集編輯器 UsingtheWebeditor Browsersupport 限制 Importingaproject Editingandrunningaproject Wherearemyprojectfiles? Managingeditorfeatures 簡介 Creatingaprofile Sharingaprofile 匯出 匯出 概覽 準備專案 設定主要場景 匯出樣板 匯出Preset 依平台匯出 PC(Linux/macOS/Windows) 安卓 iOS HTML5(網頁) 匯出專案 為何要匯出? 在PC平台上 在行動平台上 匯出選單 匯出樣板 Resourceoptions 從命令行進行匯出 PCKv.s.ZIP打包檔案格式 匯出套件、修正檔與Mod 使用例 PCK檔概覽 產生PCK檔 在執行時開啟PCK檔 總結 功能標籤 簡介 預設功能 自定功能 覆寫專案設定 預設覆寫 自定建置 ExportingforLinux ExportingformacOS 系統需求 Codesigningandnotarization IfyouhaveanAppleDeveloperIDCertificate IfyoudonothaveanAppleDeveloperIDCertificate SigningOptions NotarizationOptions Entitlements HardenedRuntimeEntitlements AppSandboxEntitlement RunningGodotappsonmacOS Appissigned,notarizedanddistributedviaAppStore Appissigned,notarizedanddistributedoutsideAppStore Appissigned(includingad-hocsignatures)butnotnotarized Appisnot-signed,executableislinker-signed Neitherappnorexecutableissigned(relevantforAppleSiliconmacsonly) ExportingforWindows 系統需求 為Windows更改應用程式圖示 建立ICO檔案 更改工作列圖示 更改檔案圖示 測試結果 為通用Windows平台(UWP)匯出 XboxOne的限制 建立簽署憑證 設定自動簽署 安裝套件 為iOS匯出 系統需求 匯出Godot專案至Xcode 活躍開發中的注意事項 將Godot專案資料夾串聯至Xcode的步驟 PluginsforiOS Troubleshootingrenderingissues 正在為Android匯出 InstallOpenJDK11 下載AndroidSDK 建立debug.keystore 在Godot中設定 提供起動器圖示 為GooglePlayStore匯出 最佳化APK大小 Troubleshootingrenderingissues 為Android平台自定建置 設定自定建置環境 啟用自定建置與匯出 為Web匯出 WebGLversion 匯出選項 限制 使用Cookie來保留資料 Backgroundprocessing 執行緒 GDNative 全螢幕與滑鼠截取 音訊 網路 剪貼簿 Gamepads 不會顯示啟動畫面 著色器語言限制 提供檔案 從腳本中呼叫JavaScript 為專用伺服器匯出 支援平台 「無周邊」vs「伺服器」二進位檔 匯出PCK檔 準備伺服器發佈 開啟專用伺服器 下一步 單鍵部署 什麼是一鍵式部署? Supportedplatforms Usingone-clickdeploy 疑難排解 安卓 在地化 Internationalizinggames 簡介 Configuringtheimportedtranslation Localizingresources Convertingkeystotext Makingcontrolsresizable TranslationServer Testingtranslations Translatingtheprojectname Localizationusinggettext Advantages Disadvantages Caveats Installinggettexttools CreatingthePOtemplate(POT)manually CreatingthePOtemplate(POT)usingpybabel CreatingamessagesfilefromaPOtemplate LoadingamessagesfileinGodot UpdatingmessagefilestofollowthePOtemplate CheckingthevalidityofaPOfileortemplate UsingbinaryMOfiles(usefulforlargeprojectsonly) Locales 輸入 UsingInputEvent Whatisit? Howdoesitwork? AnatomyofanInputEvent Actions InputMap Inputexamples 簡介 Eventsversuspolling Inputevents InputMap Capturingactions Keyboardevents Keyboardmodifiers Mouseevents Mousebuttons Mousemotion Touchevents Mouseandinputcoordinates 關於 Hardwaredisplaycoordinates Viewportdisplaycoordinates Customizingthemousecursor Usingprojectsettings Usingascript Demoproject Cursorlist Handlingquitrequests Quitting Handlingthenotification Sendingyourownquitnotification Controllers,gamepads,andjoysticks Supportinguniversalinput WhichInputsingletonmethodshouldIuse? Differencesbetweenkeyboard/mouseandcontrollerinput Deadzone "Echo"events 疑難排解 Mycontrollerisn'trecognizedbyGodot. Mycontrollerhasincorrectlymappedbuttonsoraxes. Mycontrollerworksonagivenplatform,butnotonanotherplatform. InputandOutput(I/O) Backgroundloading ResourceInteractiveLoader 使用量 ObtainingaResourceInteractiveLoader Polling Loadprogress(optional) Forcingcompletion(optional) Obtainingtheresource 範例 Usingmultiplethreads Useasemaphore Notblockingmainthreadduringthepolling Exampleclass 範例: FilepathsinGodotprojects Pathseparators Accessingfilesintheprojectfolder(res://) Accessingpersistentuserdata(user://) Convertingpathstoabsolutepathsor"local"paths Editordatapaths Self-containedmode Savinggames 簡介 Identifypersistentobjects Serializing Savingandreadingdata Somenotes BinaryserializationAPI 簡介 Packetspecification 0:null 1:bool 2:int 3:float 4:String 5:Vector2 6:Rect2 7:Vector3 8:Transform2D 9:Plane 10:Quat 11:AABB 12:Basis 13:Transform 14:Color 15:NodePath 16:RID(unsupported) 17:Object(unsupported) 18:Dictionary 19:Array 20:PoolByteArray 21:PoolIntArray 22:PoolRealArray 23:PoolStringArray 24:PoolVector2Array 25:PoolVector3Array 26:PoolColorArray 數學運算 Vectormath 簡介 Coordinatesystems(2D) Vectoroperations Memberaccess Addingvectors Scalarmultiplication Practicalapplications Movement Pointingtowardatarget Unitvectors Normalization Reflection Dotproduct Facing Crossproduct Calculatingnormals Pointingtoatarget Moreinformation Advancedvectormath Planes Distancetoplane Awayfromtheorigin Constructingaplanein2D Someexamplesofplanes Collisiondetectionin3D Moreinformation Matricesandtransforms 簡介 MatrixcomponentsandtheIdentitymatrix Scalingthetransformationmatrix Rotatingthetransformationmatrix Basisofthetransformationmatrix Translatingthetransformationmatrix Puttingitalltogether Shearingthetransformationmatrix(advanced) Practicalapplicationsoftransforms Convertingpositionsbetweentransforms Movinganobjectrelativetoitself Applyingtransformsontotransforms Invertingatransformationmatrix Howdoesitallworkin3D? Representingrotationin3D(advanced) Interpolation Vectorinterpolation Transforminterpolation Smoothingmotion Beziers,curvesandpaths QuadraticBezier CubicBezier Addingcontrolpoints Curve2D,Curve3D,PathandPath2D Evaluating Drawing Traversal Randomnumbergeneration GlobalscopeversusRandomNumberGeneratorclass Therandomize()method Gettingarandomnumber Getarandomarrayelement Getarandomdictionaryvalue Weightedrandomprobability "Better"randomnessusingshufflebags Randomnoise 導航 RealTimeNavigation(3D) 簡介 Themapandnavigationregions NavigationAgent3D RVOprocessing NavigationObstacle3D Generatingapath(oldmethod) 網路 高階多玩家 高階APIv.s.低階API Midlevelabstraction Initializingthenetwork Managingconnections RPC Backtolobby Startingthegame Playerscenes Synchronizinggamestart Synchronizingthegame Networkmaster Masterandpuppetkeywords 為專用伺服器匯出 MakingHTTPrequests Preparingscene 撰寫腳本 Sendingdatatoserver HTTPclientclass SSLcertificates 簡介 Approach1:selfsignedcert Approach2:CAcert WebSocket HTML5andWebSocket UsingWebSocketinGodot Minimalclientexample Minimalserverexample Advancedchatdemo WebRTC HTML5,WebSocket,WebRTC WebSocket WebRTC UsingWebRTCinGodot Minimalconnectionexample Localsignalingexample RemotesignalingwithWebSocket 最佳化 簡介 常見 Generaloptimizationtips 簡介 Measuringperformance 限制 Detectivework Profilers Principles Performantdesign Incrementaldesign Theoptimizationprocess Optimizingbottlenecks Appendix Bottleneckmath OptimizationusingServers Servers RIDs Creatingasprite InstantiatingaMeshinto3Dspace Creatinga2DRigidBodyandmovingaspritewithit Gettingdatafromtheservers CPU CPUoptimization Measuringperformance CPUprofilers Externalprofilers Manuallytimingfunctions Caches Languages GDScript C# Otherlanguages C++ 執行緒 場景樹 物理 GPU GPUoptimization 簡介 Drawcalls,statechanges,andAPIs 2Dbatching 3Dbatching ReuseShadersandMaterials Pixelcostversusvertexcost Pixel/fragmentshadersandfillrate Readingtextures Texturecompression Post-processingandshadows Transparencyandblending Multi-platformadvice Mobile/tiledrenderers OptimizationusingMultiMeshes MultiMeshes Multimeshexample 2D Optimizationusingbatching 簡介 Howitworks 光照 Lightscissoring Vertexbaking ProjectSettings Diagnostics 常見問題 Appendix 3D Optimizing3Dperformance Culling Occlusionculling PortalRendering Otherocclusiontechniques Transparentobjects Levelofdetail(LOD) Billboardsandimposters Useinstancing(MultiMesh) Bakelighting Animationandskinning Largeworlds Animatingthousandsofobjects AnimatingthousandsoffishwithMultiMeshInstance ControllingthousandsoffishwithParticles 多執行緒 Thread-safeAPIs 執行緒 全域作用域 場景樹 算繪 GDScriptarrays,dictionaries 資源 Usingmultiplethreads 執行緒 CreatingaThread Mutexes Semaphores 物理 物理系統介紹 Collisionobjects Physicsmaterial 碰撞形體 Physicsprocesscallback Collisionlayersandmasks Area2D StaticBody2D RigidBody2D Rigidbodymodes UsingRigidBody2D Contactreporting KinematicBody2D Kinematiccollisionresponse UsingRigidBody Whatisarigidbody? Howtocontrolarigidbody The"lookat"method UsingArea2D 簡介 Whatisanarea? Areaproperties Overlapdetection Areainfluence Pointgravity 範例 UsingKinematicBody2D 簡介 Whatisakinematicbody? Movementandcollision move_and_collide move_and_slide move_and_slide_with_snap Detectingcollisions Whichmovementmethodtouse? 範例 Movementandwalls Bouncing/reflecting Platformermovement Ray-casting 簡介 Space Accessingspace Raycastquery Collisionexceptions 碰撞遮罩 3Draycastingfromscreen Ragdollsystem 簡介 Settinguptheragdoll Creatingphysicalbones Cleaninguptheskeleton Collisionshapeadjustment Jointsadjustment Simulatingtheragdoll Collisionlayerandmask Kinematiccharacter(2D) 簡介 Physicsprocess 場景設定 Movingthekinematiccharacter UsingSoftBody Basicset-up Cloaksimulation Collisionshapes(3D) Primitivecollisionshapes Convexcollisionshapes Concaveortrimeshcollisionshapes Performancecaveats PhysicsInterpolation Quickstartguide 簡介 Physicsticksandrenderedframes Lockthetick/frameratetogether? Adaptthetickrate? Lockthetickrate,butuseinterpolationtosmoothframesinbetweenphysicsticks Linearinterpolation Thephysicsinterpolationfraction Calculatingtheinterpolatedposition Smoothedtransformationsbetweenphysicsticks? Inthepast Whylookintothepast?Whynotpredictthefuture? Fixedtimestepinterpolation Usingphysicsinterpolation Turnonthephysicsinterpolationsetting Move(almost)allgamelogicfrom_processto_physics_process Ensurethatallindirectmovementhappensduringphysicsticks Chooseaphysicstickrate Callreset_physics_interpolation()whenteleportingobjects Advancedphysicsinterpolation Exceptionstoautomaticphysicsinterpolation 攝影機 ManualCamerainterpolation Typicalexample get_global_transform_interpolated() ExamplemanualCamerascript Mouselook Disablinginterpolationonothernodes MultiMeshes 個別平台 Androidplugins CreatingAndroidplugins 簡介 Androidplugin 疑難排解 Androidin-apppurchases MigratingfromGodot3.2.1andlower(GodotPaymentsV3) 使用量 iOSplugins CreatingiOSplugins Loadingandusinganexistingplugin CreatinganiOSplugin PluginsforiOS Accessingpluginsingletons Asynchronousmethods StoreKit GameCenter Multi-platformgames HTML5 HTML5shellclassreference Engine Engineconfiguration CustomHTMLpageforWebexport Setup Startingtheproject Customizingthebehavior Customizingthepresentation 偵錯 Godot支援的主控台應用程式 Consolepublishingprocess Officialsupport Third-partysupport Mobilerenderinglimitations 外掛 Editorplugins Installingplugins Findingplugins Installingaplugin Enablingaplugin Makingplugins Aboutplugins Creatingaplugin Acustomnode Goingbeyond Registeringautoloads/singletonsinplugins Makingmainscreenplugins Whatthistutorialcovers Initializingtheplugin Mainscreenscene Updatethepluginscript Trytheplugin Importplugins 簡介 Configuration TheEditorImportPluginclass Optionsandpresets Theimportmethod Platformvariantsandgeneratedfiles Tryingtheplugin Spatialgizmoplugins 簡介 TheEditorSpatialGizmoPlugin Simpleapproach Alternativeapproach Inspectorplugins Settingupyourplugin Interactingwiththeinspector Addinganinterfacetoeditproperties VisualShaderplugins Runningcodeintheeditor Whatistool? Howtouseit Tryitout Editingvariables 實體化場景 算繪 UsingViewports 簡介 輸入 Listener Cameras(2D&3D) Scale&stretching Worlds 截取 ViewportContainer 算繪 Rendertarget Multipleresolutions Theproblemofmultipleresolutions Onesizefitsall Basesize Resizing Stretchsettings StretchMode StretchAspect StretchShrink Fromscripts Commonusecasescenarios Desktopgame Mobilegameinlandscapemode Mobilegameinportraitmode Non-gameapplication hiDPIsupport Reducingaliasingondownsampling Handlingaspectratios Fieldofviewscaling Scaling2Dand3DelementsdifferentlyusingViewports Fixingjitterandstutter Whatarejitterandstutter? Distinguishingbetweenthem Jitter Stutter Windows Linux(X11) macOS 安卓 iOS Reportingstutterorjitterproblems DifferencesbetweenGLES2andGLES3 粒子 SCREEN_TEXTUREmip-maps DEPTH_TEXTURE Colorspace HDR SpatialMaterialfeatures Environmentfeatures GIProbes Contactshadows Lightperformance Texturecompression Blendshapes Shadinglanguage textureSize()workaround Builtinvariablesandrendermodes 撰寫腳本 Programminglanguages GDScript GDScript基礎 GDScript:動態語言簡介 GDScript匯出 GDScript風格指南 GDScript中的靜態型別 GDScript警告系統 GDScript格式化字串 視覺腳本(VisualScript) 什麼是視覺腳本 視覺腳本入門 節點與術語 自定視覺腳本節點 C# C#基礎 C#功能 C#API與GDScript的不同 C#風格指南 GDNative WhatisGDNative? GDNativeCexample GDNativeC++example Corefeatures 偵錯 Overviewofdebuggingtools Debuggerpanel IdleandPhysicsProcessing 群組 Managinggroups Nodesandsceneinstances Gettingnodes Nodepaths 建立節點 實體化場景 可複寫函式 跨語言腳本撰寫 實體化節點 存取欄位 呼叫方法 繼承 建立腳本樣板 放置樣板 語言支援與覆寫行為 預設樣板 樣板預留位置列表 Evaluatingexpressions Basicusage Passingvariablestoanexpression Settingabaseinstancefortheexpression Examplescript Built-infunctions Changescenesmanually Instancingwithsignals Shootingexample Pausinggamesandprocessmode 簡介 Howpausingworks ProcessModes PauseMenuExample 檔案系統 簡介 實作 project.godot 路徑分隔字元 資源路徑 使用者路徑 主機檔案系統 缺點 資源 節點與資源 外部vs內建 在程式碼中載入資源 載入場景 釋放資源 建立自己的資源 單例(Autoload) 簡介 Autoload 自製場景切換器 UsingSceneTree 簡介 MainLoop 場景樹 根檢視區 場景樹 樹順序 藉由進入場景樹來「成為有效狀態」 修改目前場景 SceneUniqueNodes 簡介 Creatingandusingthem 著色器 Introductiontoshaders ShadersinGodot Shadertypes Rendermodes Processorfunctions Vertexprocessor Fragmentprocessor Lightprocessor Shadingreference Shadinglanguage 簡介 Datatypes 陣列 常數 運算子 Flowcontrol Discarding 函式 Built-invariables Built-infunctions Spatialshaders Rendermodes Built-ins Globalbuilt-ins Vertexbuilt-ins Fragmentbuilt-ins Lightbuilt-ins CanvasItemshaders Rendermodes Built-ins Globalbuilt-ins Vertexbuilt-ins Fragmentbuilt-ins Lightbuilt-ins Particleshaders Rendermodes Built-ins Globalbuilt-ins Vertexbuilt-ins Yourfirstshader Yourfirst2Dshader 簡介 Setup YourfirstCanvasItemshader Yourfirstfragmentfunction Yourfirstvertexfunction 結論 Yourfirst3Dshader Wheretoassignmymaterial 設定 Shadermagic Noiseheightmap Uniforms Interactingwithlight Yoursecond3Dshader Yourfirstspatialfragmentfunction AnimatingwithTIME Advancedeffects:waves Shadermaterials 簡介 CreatingaShaderMaterial ConvertingtoShaderMaterial UsingVisualShaders CreatingaVisualShader UsingtheVisualShaderEditor VisualShadernodes Expressionnode Fresnelnode Booleannode Ifnode Switchnode Screen-readingshaders 簡介 SCREEN_TEXTUREbuilt-intexture SCREEN_TEXTUREexample Behindthescenes Back-bufferlogic DEPTH_TEXTURE ConvertingGLSLtoGodotshaders GLSL Shaderprograms Vertexattributes gl_Position Varyings Main 常數 Macros 變數 Coordinates Precision Shadertoy Types mainImage 變數 Coordinates TheBookofShaders Types Main 變數 Coordinates Shadersstyleguide 格式 編碼與特殊字元 縮排 斷行與空行 空行 每行字數限制 一行一個陳述式 註釋中的空白 空白 Floating-pointnumbers Accessingvectormembers 命名公約 函式與變數 常數 程式碼順序 區域變數 Advancedpost-processing 簡介 Fullscreenquad Depthtexture Anoptimization UsingaViewportasatexture 簡介 SettinguptheViewport Applyingthetexture Makingtheplanettexture Coloringtheplanet Makinganocean Custompost-processing 簡介 Singlepasspost-processing Multi-passpost-processing Makingtrees Startwithatree Paintwithvertexcolors Writeacustomshaderfortheleaves Improvingtheshader 使用者介面(UI) Sizeandanchors Centeringacontrol LayoutPresets UsingContainers Containerlayout SizeFlags:大小標誌 Containertypes BoxContainers GridContainer MarginContainer TabContainer SplitContainer PanelContainer ScrollContainer ViewportContainer CreatingcustomContainers CustomGUIcontrols Somanycontrols... Drawing Checkingcontrolsize Checkingfocus Sizing 輸入 Inputevents 通知 Keyboard/ControllerNavigationandFocus Nodesettings Necessarycode Controlnodegallery GUIskinningandthemes IntroductiontoGUIskinning Basicsofthemes Customizingacontrol Customizingaproject Beyondcontrols Usingthethemeeditor Creatingatheme Themeeditoroverview Manageandimportitems Themetypevariations Creatingatypevariation Usingatypevariation Controlnodetutorials BBCodeinRichTextLabel 簡介 UsingBBCode Reference Animationeffects CustomBBCodetagsandtexteffects XR(AR/VR) AR/VRprimer AR/VRserver NewAR/VRnodes Officialpluginsandresources Otherthingstoconsider OpenXRplugin 簡介 入門 下一步 Pluginfeatures EnablingtheOpenXRplugin Switchingruntimes Passthrough DeployingonQuest Handtracking Oculusmobileplugin(deprecated) DevelopingforOculusQuest 簡介 SettingUpGodot SettingUpYourQuest OpenVRplugin VRstartertutorial VRstartertutorialpart1 VRstartertutorialpart2 開發 編譯 取得原始碼 下載Godot原始碼 建置系統簡介 SCons Setup 選擇平台 產生的二進位檔 工具 目標 位元 自定義模組 清理產生的檔案 其他建置選項 複寫建置選項 匯出樣板 為Windows進行編譯 系統需求 設定SCons VisualStudio安裝須知 下載Godot原始碼 編譯 選擇編譯器 執行SCons DevelopmentinVisualStudio 從其他作業系統上為Windows進行交叉編譯 疑難排解 建立Windows匯出樣板 為X11進行編譯(Linux,*BSD) 系統需求 用於各個發行版的單行安裝程式 編譯 編譯無周邊版本與伺服器版本 建置匯出樣板 使用Clang與LLD來更快速地開發 UsingPystonforfasterdevelopment 為macOS進行編譯 系統需求 編譯 編譯無周邊版本與伺服器版本 建置匯出樣板 在Linux上為macOS進行交叉編譯 為Android進行編譯 請注意 系統需求 設定建置系統 建置匯出樣板 加上對x86裝置的支援 清理產生的匯出樣板 使用匯出樣板 安裝樣板 疑難排解 SCons中未顯示平台 應用程式無法安裝 應用程式馬上退出 為iOS進行編譯 系統需求 編譯 執行 在Linux上為iOS進行交叉編譯 免責聲明 系統需求 設定環境 darling-dmg 準備SDK Toolchain 為iPhone編譯Godot 建置FatBinary 為通用Windows平台進行編譯 系統需求 編譯 建立UWP匯出樣板 通過VisualStudio執行UWP應用程式 為網頁平台進行編譯 系統需求 建置匯出樣板 ThreadsandGDNative BuildingtheEditor 通過Mono進行編譯 系統需求 環境變數 開啟Mono模組 產生Glue 請注意 使用MonoGlue來重新建置 範例 範例(Windows) 範例(X11) 資料目錄 匯出樣板 編輯器 建置Mono執行環境 以Android作為建置目標 以iOS作為建置目標 以WebAssembly作為建置目標 基礎類別函式庫-BaseClassLibrary AOT交叉編譯器 命令行選項 最佳化建置檔案大小 理由 在二進位檔中移除 最佳化大小而非速度 以連結時期最佳化進行編譯 禁用3D DisablingadvancedGUIobjects 禁用不需要的模組 以腳本加密密鑰進行編譯 按部就班 疑難排解 引擎開發 Settingupadevelopmentenvironment 設定IDE AndroidStudio CLion Code::Blocks KDevelop QtCreator VisualStudio VisualStudioCode Xcode GettingstartedwithGodot'ssourcecode Godot開發簡介 架構圖 使用gdb為編輯器進行除錯 常見引擎方法與巨集 印出文字 格式化字串 將整數或浮點數轉為字串 在地化字串 鉗制數值 微型效能評定(Microbenchmarking) 取得專案或編輯器設定 錯誤巨集 Core型別 定義 記憶體模型 記憶體分配 Containers 字串 StringName 數學型別 NodePath RID Variant類別 關於 容器:字典(Dictionary)與陣列(Array) Object類別 一般性定義 註冊Object 常數 屬性(Set/Get) 使用_set/_get/_get_property_list來繫結屬性 動態型別轉換 訊號 通知 參照 資源: 載入資源 保存資源 類別繼承樹 Object Reference Control Node2D Spatial ExtendingGodotbymodifyingitssourcecode 以C++語言自定模組 模組 可以做什麼? 建立新模組 使用模組 從外部編譯模組 為開發環境改進建置系統 撰寫自定說明文件 新增自定編輯器圖示 總結 繫結外部函式庫 模組 使用模組 自定Godot伺服器 簡介 可以做什麼? 建立Godot伺服器 自定受管理的資源資料 在GDScript中註冊該類別 MessageQueue 總結 自定資源格式載入器 簡介 可以做什麼? 不能做什麼? 建立ResourceFormatLoader 建立ResourceFormatSaver 建立自定資料型別 註冊新的檔案格式 在GDScript中載入 自定AudioStream 簡介 可以做什麼? 建立AudioStream 建立AudioStreamPlayback Debuggingandprofiling DebuggingonmacOS DebuggingGodoteditor Debuggingexportedproject UsingC++profilers Recommendedprofilers 設定Godot Benchmarkingstartup/shutdowntimes Profiler-specificinstructions 編輯器開發 Introductiontoeditordevelopment Technicalchoices Directorystructure Editordependenciesinscene/files Developmenttips 編輯器圖示 建立圖示 為亮色編輯器主題調整色彩 圖示最佳化 整合與分享圖示 疑難排解 參照 編輯器風格指南 簡介 撰文風格 按鈕與選單文字 屬性面板分段 屬性目標中的效能提示 工具提示 Godot檔案格式 GDScript語法 TSCN檔案格式 檔案結構 檔案內的項目 場景樹 NodePath 骨架 BoneAttachment AnimationPlayer 資源 外部資源 內部資源 ArrayMesh 動畫 社群 參與貢獻 入門 參與貢獻的方法 參與貢獻程式碼 測試與回報問題 參與貢獻說明文件 參與貢獻翻譯 Contributingtotheengine 參與引擎貢獻的最佳實踐 簡介 語言 最佳實踐 PullRequest工作流程 Git原始碼儲存庫 Fork與Clone 建立分支 更新分支 做出更改 將更改推送(Push)到遠端 開啟PR 更改PR 互動性Rebase 刪除Git分支 Testingpullrequests Downloadingacompiledbuild Compilingapullrequestbranchfromsource Bisect迴歸 什麼是Bisect? 使用官方建置來加快Bisect Git的Bisect指令 Bug分級方針 Issue管理 程式碼樣式方針 C++與Objective-C Java Python Commentstyleguide C++usageguidelines 理由 Disallowedfeatures Writingdocumentation Guidelines Contentguidelines 說明文件撰寫方針 說明文件方針 Writingthemanual 參與貢獻說明文件 BuildingthemanualwithSphinx Classreferenceguides 參與貢獻類別參照文件 Classreferencewritingguidelines Translatingthedocumentation 本地化編輯器與說明文件 素材庫 AbouttheAssetLibrary Typesofassets 常見問題 Canpaidassetsbeuploadedtotheassetlibrary? UsingtheAssetLibrary Onthewebsite 概覽 Searching Breakdownofanasset Registeringandloggingin Intheeditor SubmittingtotheAssetLibrary 簡介 Submissionguidelines 系統需求 Recommendations Submitting 社群頻道 Q&A Rocket.Chat IRConLibera.Chat 其他聊天 各語言社群 社群網路 討論區 教學與資源 從何開始 影片教學 文字教學 開發日誌 資源 類別參照手冊 GodotAPI @GDScript Description Methods Constants MethodDescriptions @GlobalScope Description Properties Enumerations Constants PropertyDescriptions AABB Description Tutorials Properties Methods PropertyDescriptions MethodDescriptions AcceptDialog Description Properties Methods Signals PropertyDescriptions MethodDescriptions AESContext Description Methods Enumerations MethodDescriptions AnimatedSprite Description Tutorials Properties Methods Signals PropertyDescriptions MethodDescriptions AnimatedSprite3D Description Tutorials Properties Methods Signals PropertyDescriptions MethodDescriptions AnimatedTexture Description Properties Methods Constants PropertyDescriptions MethodDescriptions Animation Description Tutorials Properties Methods Signals Enumerations PropertyDescriptions MethodDescriptions AnimationNode Description Tutorials Properties Methods Signals Enumerations PropertyDescriptions MethodDescriptions AnimationNodeAdd2 Description Tutorials Properties PropertyDescriptions AnimationNodeAdd3 Description Tutorials Properties PropertyDescriptions AnimationNodeAnimation Description Tutorials Properties PropertyDescriptions AnimationNodeBlend2 Description Tutorials Properties PropertyDescriptions AnimationNodeBlend3 Description Tutorials Properties PropertyDescriptions AnimationNodeBlendSpace1D Description Tutorials Properties Methods PropertyDescriptions MethodDescriptions AnimationNodeBlendSpace2D Description Tutorials Properties Methods Signals Enumerations PropertyDescriptions MethodDescriptions AnimationNodeBlendTree Description Tutorials Properties Methods Constants PropertyDescriptions MethodDescriptions AnimationNodeOneShot Description Tutorials Properties Enumerations PropertyDescriptions AnimationNodeOutput Tutorials AnimationNodeStateMachine Description Tutorials Methods MethodDescriptions AnimationNodeStateMachinePlayback Description Tutorials Properties Methods MethodDescriptions AnimationNodeStateMachineTransition Tutorials Properties Signals Enumerations PropertyDescriptions AnimationNodeTimeScale Description Tutorials AnimationNodeTimeSeek Description Tutorials AnimationNodeTransition Description Tutorials Properties Methods PropertyDescriptions MethodDescriptions AnimationPlayer Description Tutorials Properties Methods Signals Enumerations PropertyDescriptions MethodDescriptions AnimationRootNode AnimationTrackEditPlugin AnimationTree Description Tutorials Properties Methods Enumerations PropertyDescriptions MethodDescriptions AnimationTreePlayer Description Tutorials Properties Methods Enumerations PropertyDescriptions MethodDescriptions Area Description Tutorials Properties Methods Signals Enumerations PropertyDescriptions MethodDescriptions Area2D Description Tutorials Properties Methods Signals Enumerations PropertyDescriptions MethodDescriptions Array Description Methods MethodDescriptions ArrayMesh Description Tutorials Properties Methods Enumerations Constants PropertyDescriptions MethodDescriptions ARVRAnchor Description Properties Methods Signals PropertyDescriptions MethodDescriptions ARVRCamera Description Tutorials ARVRController Description Tutorials Properties Methods Signals PropertyDescriptions MethodDescriptions ARVRInterface Description Tutorials Properties Methods Enumerations PropertyDescriptions MethodDescriptions ARVRInterfaceGDNative Description ARVROrigin Description Tutorials Properties PropertyDescriptions ARVRPositionalTracker Description Tutorials Properties Methods Enumerations PropertyDescriptions MethodDescriptions ARVRServer Description Tutorials Properties Methods Signals Enumerations PropertyDescriptions MethodDescriptions AspectRatioContainer Description Tutorials Properties Enumerations PropertyDescriptions AStar Description Methods MethodDescriptions AStar2D Description Methods MethodDescriptions AtlasTexture Description Properties PropertyDescriptions AudioBusLayout Description AudioEffect Description Tutorials AudioEffectAmplify Description Properties PropertyDescriptions AudioEffectBandLimitFilter Description AudioEffectBandPassFilter Description AudioEffectCapture Description Tutorials Properties Methods PropertyDescriptions MethodDescriptions AudioEffectChorus Description Properties Methods PropertyDescriptions MethodDescriptions AudioEffectCompressor Description Properties PropertyDescriptions AudioEffectDelay Description Properties PropertyDescriptions AudioEffectDistortion Description Tutorials Properties Enumerations PropertyDescriptions AudioEffectEQ Description Methods MethodDescriptions AudioEffectEQ10 Description AudioEffectEQ21 Description AudioEffectEQ6 Description AudioEffectFilter Description Tutorials Properties Enumerations PropertyDescriptions AudioEffectHighPassFilter Description AudioEffectHighShelfFilter Tutorials AudioEffectInstance AudioEffectLimiter Description Properties PropertyDescriptions AudioEffectLowPassFilter Description AudioEffectLowShelfFilter Tutorials AudioEffectNotchFilter Description AudioEffectPanner Description Properties PropertyDescriptions AudioEffectPhaser Description Properties PropertyDescriptions AudioEffectPitchShift Description Properties Enumerations PropertyDescriptions AudioEffectRecord Description Tutorials Properties Methods PropertyDescriptions MethodDescriptions AudioEffectReverb Description Tutorials Properties PropertyDescriptions AudioEffectSpectrumAnalyzer Description Tutorials Properties Enumerations PropertyDescriptions AudioEffectSpectrumAnalyzerInstance Methods Enumerations MethodDescriptions AudioEffectStereoEnhance Properties PropertyDescriptions AudioServer Description Tutorials Properties Methods Signals Enumerations PropertyDescriptions MethodDescriptions AudioStream Description Tutorials Methods MethodDescriptions AudioStreamGenerator Description Tutorials Properties PropertyDescriptions AudioStreamGeneratorPlayback Description Tutorials Methods MethodDescriptions AudioStreamMicrophone Description Tutorials AudioStreamMP3 Description Properties PropertyDescriptions AudioStreamOGGVorbis Description Properties PropertyDescriptions AudioStreamPlayback Description Tutorials AudioStreamPlaybackResampled AudioStreamPlayer Description Tutorials Properties Methods Signals Enumerations PropertyDescriptions MethodDescriptions AudioStreamPlayer2D Description Tutorials Properties Methods Signals PropertyDescriptions MethodDescriptions AudioStreamPlayer3D Description Tutorials Properties Methods Signals Enumerations PropertyDescriptions MethodDescriptions AudioStreamRandomPitch Description Properties PropertyDescriptions AudioStreamSample Description Properties Methods Enumerations PropertyDescriptions MethodDescriptions 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Description Tutorials Enumerations ResourceInteractiveLoader Description Methods MethodDescriptions ResourceLoader Description Tutorials Methods MethodDescriptions ResourcePreloader Description Methods MethodDescriptions ResourceSaver Description Methods Enumerations MethodDescriptions RichTextEffect Description Tutorials Methods MethodDescriptions RichTextLabel Description Tutorials Properties Methods ThemeProperties Signals Enumerations PropertyDescriptions MethodDescriptions ThemePropertyDescriptions RID Description Methods MethodDescriptions RigidBody Description Tutorials Properties Methods Signals Enumerations PropertyDescriptions MethodDescriptions RigidBody2D Description Tutorials Properties Methods Signals Enumerations PropertyDescriptions MethodDescriptions Room Description Properties Methods PropertyDescriptions MethodDescriptions RoomGroup Description Properties PropertyDescriptions RoomManager Description Properties Methods Enumerations PropertyDescriptions 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Tutorials Properties Methods Enumerations PropertyDescriptions MethodDescriptions ShaderMaterial Description Tutorials Properties Methods PropertyDescriptions MethodDescriptions Shape Description Tutorials Properties Methods PropertyDescriptions MethodDescriptions Shape2D Description Tutorials Properties Methods PropertyDescriptions MethodDescriptions ShortCut Description Properties Methods PropertyDescriptions MethodDescriptions Skeleton Description Tutorials Methods Signals Constants MethodDescriptions Skeleton2D Description Tutorials Methods Signals MethodDescriptions SkeletonIK Description Tutorials Properties Methods PropertyDescriptions MethodDescriptions Skin Methods MethodDescriptions SkinReference Methods MethodDescriptions Sky Description Properties Enumerations PropertyDescriptions Slider Description Properties Signals PropertyDescriptions SliderJoint Description Properties Methods Enumerations PropertyDescriptions MethodDescriptions SoftBody Description Tutorials Properties 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Description Properties Methods Enumerations PropertyDescriptions MethodDescriptions UPNPDevice Description Properties Methods Enumerations PropertyDescriptions MethodDescriptions Variant Description Tutorials VBoxContainer Description Tutorials ThemeProperties ThemePropertyDescriptions Vector2 Description Tutorials Properties Methods Constants PropertyDescriptions MethodDescriptions Vector3 Description Tutorials Properties Methods Constants PropertyDescriptions MethodDescriptions VehicleBody Description Tutorials Properties PropertyDescriptions VehicleWheel Description Tutorials Properties Methods PropertyDescriptions MethodDescriptions VFlowContainer Description ThemeProperties ThemePropertyDescriptions VideoPlayer Description Properties Methods Signals PropertyDescriptions MethodDescriptions VideoStream Description VideoStreamGDNative Description Methods MethodDescriptions VideoStreamTheora Description Methods MethodDescriptions VideoStreamWebm Description Methods MethodDescriptions 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PropertyDescriptions World2D Description Tutorials Properties PropertyDescriptions WorldEnvironment Description Tutorials Properties PropertyDescriptions X509Certificate Description Methods MethodDescriptions XMLParser Description Methods Enumerations MethodDescriptions YSort Description Properties PropertyDescriptions GodotEngine » GodotAPI» VideoStream VideoStream¶ Inherits:Resource



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