Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

Writing guidelines

The Redot community is rich and international. Users come from all around the world. Some of them are young, and many aren't native English speakers. That's why we must all write using a clear and a common language. For the class reference, the goal is to make it easy to read for everyone and precise.

In summary, always try to:

  1. Use the active voice

  2. Use precise action verbs

  3. Avoid verbs that end in -ing

  4. Remove unnecessary adverbs and adjectives.

  5. Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and however

  6. Use explicit references

  7. Use 's to show possession

  8. Use the Oxford comma

There are 3 rules to describe classes:

  1. Give an overview of the node in the brief description

  2. Mention what methods return if it's useful

  3. Use "if true" to describe booleans

Note

A technical writer's job is to pack as much information as possible into the smallest and clearest sentences possible. These guidelines will help you work towards that goal.

See also

See the content guidelines for information on the types of documentation you can write in the official documentation.

7 rules for clear English

Use the active voice

Use the active voice when possible. Take the classes, methods, and constants you describe as the subject. It's natural to write using the passive voice, but it's harder to read and produces longer sentences.

Passive:

The man **was bitten** by the dog.

Active:

The dog bit the man.

Don't use the passive voice:

void edit_set_pivot ( Vector2 pivot )
[...] This method **is implemented** only in some nodes that inherit Node2D.

Do use the node's name as a noun:

void edit_set_pivot ( Vector2 pivot )
[...] Only some Node2Ds **implement** this method.

Use precise action verbs

Favor precise yet common verbs over generic ones like make, set, and any expression you can replace with a single word.

Don't repeat the method's name. It already states it sets the pivot value to a new one:

void edit_set_pivot ( Vector2 pivot )
Set the pivot position of the 2D node to [code]pivot[/code] value. [...]

Do explain what's the consequence of this "set": use precise verbs like place, position, rotate, fade, etc.

void edit_set_pivot ( Vector2 pivot )
Position the node's pivot to the [code]pivot[/code] value. [...]

Avoid verbs that end in -ing

The progressive forms describe continuous actions. E.g. "is calling", "is moving".

Don't use the progressive form for instant changes.

Vector2 move ( Vector2 rel_vec )
Move the body in the given direction, **stopping** if there is an obstacle. [...]

Do use simple present, past, or future.

Vector2 move ( Vector2 rel_vec )
Moves the body in the vector's direction. The body **stops** if it collides with an obstacle. [...]

Exception: If the subject is not clear, replacing "ing" verbs is not an improvement. For example, in the previous sentence, "it replaces" would not make much sense where "replacing" currently is.

You may use the progressive tense to describe actions that are continuous in time. Anything like animation or coroutines.

Tip

Verbs can turn into adjectival nouns with -ing. This is not a conjugation, so you may use them: the remaining movement, the missing file, etc.

Remove unnecessary adverbs and adjectives

Write as few adjectives and adverbs as possible. Only use them if they add key information to the description.

Don't use redundant or meaningless adverbs. Words that lengthen the documentation but don't add any information:

**Basically** a big texture [...]

Do write short sentences in a simple, descriptive language:

A big texture [...]

Ban these 8 words

Don't ever use these 8 banned words:

  1. obvious

  2. simple

  3. basic

  4. easy

  5. actual

  6. just

  7. clear

  8. however (some uses)

Game creation and programming aren't simple, and nothing's easy to someone learning to use the API for the first time. Other words in the list, like just or actual won't add any info to the sentence. Don't use corresponding adverbs either: obviously, simply, basically, easily, actually, clearly.

Don't example. The banned words lengthen the description and take attention away from the most important info:

**TextureRect**
Control frame that **simply** draws an assigned texture. It can stretch or not. It's a **simple** way to **just** show an image in a UI.

Do remove them:

**TextureRect**
[Control] node that displays a texture. The texture can stretch to the node's bounding box or stay in the center. Useful to display sprites in your UIs.

"Simple" never helps. Remember, for other users, anything could be complex or frustrate them. There's nothing like a good old it's simple to make you cringe. Here's the old brief description, the first sentence on the Timer node's page:

**Timer**
A **simple** Timer node.

Do explain what the node does instead:

**Timer**
Calls a function of your choice after a certain duration.

Don't use "basic", it is too vague:

**Vector3**
Vector class, which performs **basic** 3D vector math operations.

Do use the brief description to offer an overview of the node:

**Vector3**
Provides essential math functions to manipulate 3D vectors: cross product, normalize, rotate, etc.

Use explicit references

Favor explicit references over implicit ones.

Don't use words like "the former", "the latter", etc. They're not the most common in English, and they require you to check the reference.

[code]w[/code] and [code]h[/code] define right and bottom margins. The **latter** two resize the texture so it fits in the defined margin.

Do repeat words. They remove all ambiguity:

[code]w[/code] and [code]h[/code] define right and bottom margins. **[code]w[/code] and [code]h[/code]** resize the texture so it fits the margin.

If you need to repeat the same variable name 3 or 4 times, you probably need to rephrase your description.

Use 's to show possession

Avoid "The milk of the cow". It feels unnatural in English. Write "The cow's milk" instead.

Don't write "of the X":

The region **of the AtlasTexture that is** used.

Do use 's. It lets you put the main subject at the start of the sentence, and keep it short:

The **AtlasTexture's** used region.

Use the Oxford comma to enumerate anything

From the Oxford dictionary:

The 'Oxford comma' is an optional comma before the word 'and' at the end of a list: We sell books, videos, and magazines.

[...] Not all writers and publishers use it, but it can clarify the meaning of a sentence when the items in a list are not single words: These items are available in black and white, red and yellow, and blue and green.

Don't leave the last element of a list without a comma:

Create a CharacterBody2D node, a CollisionShape2D node and a sprite node.

Do add a comma before and or or, for the last element of a list with more than two elements.

Create a CharacterBody2D node, a CollisionShape2D node, and a sprite node.

How to write methods and classes

Dynamic vs static typing

The code examples in the documentation should follow a consistent style not to confuse users. As static type hints are an optional feature of GDScript, we chose to stick to writing dynamic code. This leads to writing GDScript that is concise and accessible.

The exception is topics that explain static typing concepts to users.

Don't add a type hint with a colon or by casting:

const MainAttack := preload("res://fire_attack.gd")
var hit_points := 5
var name: String = "Bob"
var body_sprite := $Sprite2D as Sprite2D

Do write constants and variables with dynamic typing:

const MainAttack = preload("res://fire_attack.gd")
var hit_points = 5
var name = "Bob"
var body_sprite = $Sprite2D

Don't write functions with inferred arguments or return types:

func choose(arguments: PackedStringArray) -> String:
    # Chooses one of the arguments from array with equal chances
    randomize()
    var size := arguments.size()
    var choice: int = randi() % size
    return arguments[choice]

Do write functions using dynamic typing:

func choose(arguments):
    # Chooses one of the arguments from array with equal chances
    randomize()
    var size = arguments.size()
    var choice = randi() % size
    return arguments[choice]

Use real-world code examples where appropriate

Real-world examples are more accessible to beginners than abstract foos and bars. You can also copy them directly from your game projects, ensuring that any code snippet compiles without errors.

Writing var speed = 10 rather than var my_var = 10 allows beginners to understand code better. It gives them a frame of reference as to where they could use the code snippets in a live project.

Don't write made-up examples:

@onready var a = preload("res://MyPath")
@onready var my_node = $MyNode


func foo():
    # Do stuff

Do write concrete examples:

@onready var sfx_player_gun = preload("res://Assets/Sound/SFXPlayerGun.ogg")
@onready var audio_player = $Audio/AudioStreamPlayer


func play_shooting_sound():
    audio_player.stream = sfx_player_gun
    audio_player.play()

Of course, there are times when using real-world examples is impractical. In those situations, you should still avoid using names such as my_var, foo() or my_func() and consider more meaningful names for your examples.

Give an overview of the node in the brief description

The brief description is the reference's most important sentence. It's the user's first contact with a node:

  1. It's the only description in the "Create New Node" dialog.

  2. It's at the top of every page in the reference

The brief description should explain the node's role and its functionality, in up to 200 characters.

Don't write tiny and vague summaries:

**Node2D**
Base node for 2D system.

Do give an overview of the node's functionality:

**Node2D**
A 2D game object, inherited by all 2D-related nodes. Has a position, rotation, scale, and Z index.

Use the node's full description to provide more information, and a code example, if possible.

Mention what methods return if it's useful

Some methods return important values. Describe them at the end of the description, ideally on a new line. No need to mention the return values for any method whose name starts with set or get.

Don't use the passive voice:

Vector2 move ( Vector2 rel_vec )
[...] The returned vector is how much movement was remaining before being stopped.

Do always use "Returns".

Vector2 move ( Vector2 rel_vec )
[...] Returns the remaining movement before the body was stopped.

Notice the exception to the "direct voice" rule: with the move method, an external collider can influence the method and the body that calls move. In this case, you can use the passive voice.

Use "if true" to describe booleans

For boolean member variables, always use if true and/or if false, to stay explicit. Controls whether or not may be ambiguous and won't work for every member variable.

Also, surround boolean values, variable names and methods with [code][/code].

Do start with "if true":

Timer.autostart
If [code]true[/code], the timer will automatically start when entering the scene tree.

Use [code] around arguments

In the class reference, always surround arguments with [code][/code]. In the documentation and in Redot, it will display like this. When you edit XML files in the Redot repository, replace existing arguments written like 'this' or `this` with [code]this[/code].

Common vocabulary to use in Redot's documentation

The developers chose some specific words to refer to areas of the interface. They're used in the sources, in the documentation, and you should always use them instead of synonyms, so the users know what you're talking about.

Overview of the interface and common vocabulary

Overview of the interface and common vocabulary

In the top left corner of the editor lie the main menus. In the center, the buttons change the workspace. And together the buttons in the top right are the playtest buttons. The area in the center, that displays the 2D or the 3D space, is the viewport. At its top, you find a list of tools inside the toolbar.

The tabs or dockable panels on either side of the viewport are docks. You have the FileSystem dock, the Scene dock that contains your scene tree, the Import dock, the Node dock, and the Inspector or Inspector dock. With the default layout you may call the tabbed docks tabs: the Scene tab, the Node tab...

The Animation, Debugger, etc. at the bottom of the viewport are panels. Together they make up the bottom panels.

Foldable areas of the Inspector are sections. The node's parent class names, which you can't fold, are Classes e.g. the CharacterBody2D class. And individual lines with key-value pairs are properties. E.g. position or modulate color are both properties.

Keyboard shortcut guidelines

Keyboard and mouse shortcuts should make use of the :kbd: tag, which allows shortcuts to stand out from the rest of the text and inline code. Use the compact form for modifier keys (Ctrl/Cmd) instead of their spelled out form (Control/Command). For combinations, use the + symbol with a space on either side of the symbol.

Make sure to mention shortcuts that differ on macOS compared to other platforms. You can find a list of all shortcuts, including what they are on macOS, on this page.

Try to integrate the shortcut into sentences the best you can. Here are some examples with the :kbd: tag left as-is for better visibility:

  • Press :kbd:`Ctrl + Alt + T` to toggle the panel (:kbd:`Opt + Cmd + T` on macOS).

  • Press :kbd:`Space` and hold the left mouse button to pan in the 2D editor.

  • Press :kbd:`Shift + Up Arrow` to move the node upwards by 8 pixels.

Manual style guidelines

Follow these formatting and style guidelines when writing the manual.

Use your best judgement. If you can write more clearly by breaking one of these guidelines, please do! But remember that the guidelines exist for a reason.

Note

In many cases, the manual does not follow these guidelines. If you are already making changes to a paragraph or section of the docs, update it to follow these standards. Avoid making unrelated changes that only update style, since every change will require the paragraph to be re-translated.

Text styles

There are a few styles that the manual uses.

Style

RST formatting

Typical usage

Plaintext

text

Used for most text.

Italics

*text*

Used for emphasis. Used for introducing new terms.

Bold

**text**

Used for emphasis, and for editor UI like menus and windows.

Code

`` text ``

Used for variable names, literal values, and code snippets. code is used in many cases where you would use "quoted plaintext" in typical English.

"Quotes"

"text"

Used for some literal or quoted values. In many cases, another style is preferred.

Emphasis

Use either bold style or italic style to emphasize words or sentences. In most cases, either bold or italics is fine. Use whichever seems best, or whatever the page already uses.

Prefer using bold style for simple emphasis.

  • Do not close the window without saving first.

Use italic style or to emphasize one word in the context of a sentence.

  • You can add a node to the scene (but you can't connect one).

  • You can add a node to the scene (but you can't add a resource).

  • You can add a node to the scene (but you can't add one to a resource).

Use italic style when introducing new technical terms. Bold style is fine too.

  • Redot uses nodes with scripts in a scene tree.

  • Redot uses nodes with scripts in a scene tree.

Literals

Use code style for literal values. Literals include:

  • Integer or int literals like 0, -2, or 100

  • Float literals like 0.0, 0.5, -2.0, or 100.0

  • Vector literals like (0.0, 0.0), (0.5, -0.5, 0.5), or (1.0, 2.0, 3.0, 4.0).

Classes, properties, and methods

Link to classes the first time that you mention them in a page. After the first mention, use code style. For common classes, like Node, Control, or Viewport, you can also use plaintext.

Link to class members (properties, methods, enums, and constants) the first time that you mention them in a page. After the first mention, use code style. If the class member is very common, like a Node2D's position, you don't have to link.

When discussing properties in the context of the inspector, use bold style instead.

Editor UI

Use bold style for editor UI, including window titles, menus, buttons, input fields, inspector properties, and inspector sections. Use the exact capitalization that the editor uses.

  • Open the Editor Settings window.

  • Press the Confirm button.

  • Change the node's Transform > Position property to (0, 0).

  • In the Project Settings window, enable the Advanced Settings toggle.

Use Bold > With > Separators when describing sequence of menus that the reader must navigate. Use > as a separator. You can omit ellipses in menu names.

  • In Project > Project Settings > Input Map, add a new input action.

  • Select Scene > Export As... > MeshLibrary....

  • Select Scene > Export As > MeshLibrary.

Note

Sometimes, -> or is used as a separator. This is nonstandard. Replace it with > if you are already making changes to a section.

Project settings

Link to individual project settings. Either include the section and subsection in the link itself, or include the section and subsection separately from the link. Since long links are not split into multiple lines when the page is rendered, prefer splitting the setting name and the section when the link is long.

Manually wrapping lines

In the manual, lines must be manually wrapped to no more than 80-100 characters per line. However, links must not be split into multiple lines, and can exceed 100 characters. Tables can also exceed 100 characters.

When making small changes, you don't need to manually re-wrap the whole paragraph, as long as the lines don't exceed 100 characters.

Bad: Line length exceeds 100 characters:

The best thing to do is to wrap lines to under 80 characters per line. Wrapping to around 80-90 characters per line is also fine.
If your lines exceed 100 characters, you definitely need to add a newline! Don't forget to remove trailing whitespace when you do.

Good: Lines are wrapped to 80-90 characters:

The best thing to do is to wrap lines to under 80 characters per line. Wrapping to
around 80-90 characters per line is also fine. If your lines exceed 100 characters, you
definitely need to add a newline! Don't forget to remove trailing whitespace when you do.

Best: Lines are wrapped to under 80 characters:

The best thing to do is to wrap lines to under 80 characters per line. Wrapping
to around 80-90 characters per line is also fine. If your lines exceed 100
characters, you definitely need to add a newline! Don't forget to remove
trailing whitespace when you do.

Tip

In most text editors, you can add a vertical guide or "ruler" at 80 characters. For example, in Visual Studio Code, you can add the following to your settings.json to add rulers at 80 and 100 characters:

"editor.rulers": [80,100],

Section header syntax

Use the following syntax for section headers:

Page title
==========

Renders as h1.
Every page has this.

Section header
--------------

Renders as h2.
Usually appears in sidebar. Many pages only need one level of nested headers.

Sub-section header
~~~~~~~~~~~~~~~~~~

Renders as h3.
Appears in sidebar in some pages, depending on how deeply nested the page is.

Sub-sub-section header
^^^^^^^^^^^^^^^^^^^^^^

Renders as h4.
Usually won't appear in the sidebar.

Currently, there are no cases of deeper header nesting than this. Avoid introducing any deeper nesting.

Note that headers have no inherent meaning. In reStructuredText, headers are parsed based on the order that they initially appear within a page. Make sure that if you use an h3 section header (~~~), you include an h2 sub-section header (---) first.

See the Sphinx documentation and the reStructuredText documentation for more information.

When to refer to a specific Redot version

Most of the time, the class reference and the manual should not specify the first version in which a feature is added. This is because the documentation describes the current features of the engine. Documentation will be read and maintained for many versions after it is initially written, and a reference to a first supported version is only relevant for a few versions after a feature is added. After that, it becomes historical trivia best left to a dedicated changelog.

Follow these guidelines for when to refer to a specific Redot version:

  • If a feature was added in the current major version (4.x), you can specify the feature is new in 4.x.

  • If a feature or default approach to a problem was changed between major versions (3.x -> 4.x), describe the current feature in the main body of the page, and optionally add a brief sentence or note block to compare 3.x and 4.x.

  • If a large feature is added in a 4.x minor version, you can specify the minor version when it was added. Large features have a whole page or large section of documentation. In many cases it should still be avoided, since it's only relevant for the next few minor versions.

  • If a small feature is added in a 4.x minor version, do not specify the minor version when it was added. Small features have only a short section of documentation, or are minor additions to existing features.

  • If the default approach to a problem is changed in a 4.x minor version, do specify the minor version in which a new default approach was added. For example, the change from TileMap to TileMapLayer in 4.3.

  • If a feature was added in a 3.x major or minor version, do not specify when the feature was added. These features are old enough that the exact version in which they were added is not relevant.