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Merge pull request #10687 from skyace65/3DGameSetup
Update first 3D game setup page images for 4.4
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getting_started/first_3d_game/01.game_setup.rst

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.. image:: img/01.game_setup/02.browse_to_project_folder.webp
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Click *Import & Edit* to open the project in the editor.
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Click *Import* to open the project in the editor.
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.. image:: img/01.game_setup/03.import_and_edit.webp
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.. image:: img/01.game_setup/import_project_to_4.x_prompt.webp
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If it doesn't open immediately open the project from your project list.
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The start project contains an icon and two folders: ``art/`` and ``fonts/``.
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There, you will find the art assets and music we'll use in the game.
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.. image:: img/01.game_setup/04.start_assets.png
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.. image:: img/01.game_setup/04.start_assets.webp
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There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that
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belong to these models, and a music track.
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top-left and double-click on *Node*. Name the node ``Main``. An alternate method to rename the node is to right-click on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add
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a node to the scene, you can press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS).
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.. image:: img/01.game_setup/05.main_node.png
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.. image:: img/01.game_setup/05.main_node.webp
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Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + S` (:kbd:`Cmd + S` on macOS).
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Your scene tree should look like this
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.. image:: img/01.game_setup/06.staticbody_node.png
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.. image:: img/01.game_setup/06.staticbody_node.webp
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A warning sign next to the :ref:`CollisionShape3D <class_CollisionShape3D>` appears because we haven't defined
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its shape. If you click the icon, a popup appears to give you more information.
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.. image:: img/01.game_setup/07.collision_shape_warning.png
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.. image:: img/01.game_setup/07.collision_shape_warning.webp
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To create a shape, select the :ref:`CollisionShape3D <class_CollisionShape3D>` node, head to the *Inspector*
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and click the *<empty>* field next to the *Shape* property. Create a new *BoxShape3D*.
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.. image:: img/01.game_setup/08.create_box_shape3D.jpg
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.. image:: img/01.game_setup/08.create_box_shape3D.webp
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The box shape is perfect for flat ground and walls. Its thickness makes it
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reliable to block even fast-moving objects.
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Collision shapes are invisible. We need to add a visual floor that goes along
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with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D <class_MeshInstance3D>` as its child.
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.. image:: img/01.game_setup/10.mesh_instance3d.png
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.. image:: img/01.game_setup/10.mesh_instance3d.webp
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In the *Inspector*, click on the field next to *Mesh* and create a :ref:`BoxMesh <class_BoxMesh>`
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resource to create a visible box.
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Once again, it's too small by default. Click the box icon to expand the
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resource and set its *Size* to ``60``, ``2``, and ``60``.
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.. image:: img/01.game_setup/12.cube_resized.png
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.. image:: img/01.game_setup/12.cube_resized.webp
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You should see a wide grey slab that covers the grid and blue and red axes in
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the viewport.
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If you can't see the 3D object manipulator like on the image above, ensure
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the *Select Mode* is active in the toolbar above the view.
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.. image:: img/01.game_setup/14.select_mode_icon.png
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.. image:: img/01.game_setup/14.select_mode_icon.webp
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Move the ground down ``1`` meter, in order to have a visible editor grid. A label in the bottom-left corner of the
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viewport tells you how much you're translating the node.

getting_started/first_3d_game/04.mob_scene.rst

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In the *Inspector*, assign a *BoxShape3D* to the *Shape* property.
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.. image:: img/01.game_setup/08.create_box_shape3D.jpg
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.. image:: img/01.game_setup/08.create_box_shape3D.webp
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We should change its size to fit the 3D model better. You can do so
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interactively by clicking and dragging on the orange dots.
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