### start Source: https://docs.godotengine.org/en/4.4/classes/class_skeletonik3d.html Starts the IK effect application. ```APIDOC ## void start(one_time: bool = false) ### Description Starts applying IK effects on each frame to the Skeleton3D bones. If one_time is true, the effect takes place immediately and resets on the next frame. ### Parameters - **one_time** (bool) - Optional - If true, applies the effect immediately for one frame. ``` -------------------------------- ### setup Source: https://docs.godotengine.org/en/4.4/classes/class_openxrinteractionprofileeditorbase.html Initializes the editor with the specified OpenXR action map and interaction profile. ```APIDOC ## void setup(action_map: OpenXRActionMap, interaction_profile: OpenXRInteractionProfile) ### Description Sets up the editor instance for the provided action map and interaction profile. ### Parameters - **action_map** (OpenXRActionMap) - The action map to be associated with the editor. - **interaction_profile** (OpenXRInteractionProfile) - The interaction profile to be edited. ``` -------------------------------- ### Absolute NodePath Examples Source: https://docs.godotengine.org/en/4.4/classes/class_nodepath.html Examples of absolute paths starting from the SceneTree root. ```gdscript ^"/root" # Points to the SceneTree's root Window. ^"/root/Title" # May point to the main scene's root node named "Title". ^"/root/Global" # May point to an autoloaded node or scene named "Global". ``` -------------------------------- ### setup Source: https://docs.godotengine.org/en/4.4/classes/class_openxrbindingmodifiereditor.html Initializes the editor with the provided action map and binding modifier. ```APIDOC ## void setup(action_map: OpenXRActionMap, binding_modifier: OpenXRBindingModifier) ### Description Setup this editor for the provided `action_map` and `binding_modifier`. ### Parameters - **action_map** (OpenXRActionMap) - The action map to associate with the editor. - **binding_modifier** (OpenXRBindingModifier) - The specific binding modifier to be edited. ``` -------------------------------- ### Get Response Headers as Dictionary Source: https://docs.godotengine.org/en/4.4/classes/class_httpclient.html Example output format for the get_response_headers_as_dictionary method. ```json { "content-length": 12, "Content-Type": "application/json; charset=UTF-8", } ``` -------------------------------- ### Engine.prototype.startGame(override) Source: https://docs.godotengine.org/en/4.4/tutorials/platform/web/html5_shell_classref.html Starts the game instance. ```APIDOC ## Engine.prototype.startGame(override) ### Description Starts the game instance using the given configuration override. This method expects the config to have executable and mainPack properties set. ### Parameters - **override** (EngineConfig) - Optional - An optional configuration override. ``` -------------------------------- ### Update HUD in new_game Source: https://docs.godotengine.org/en/4.4/getting_started/first_2d_game/06.heads_up_display.html Updates the score and displays the 'Get Ready' message when starting a new game. ```GDScript $HUD.update_score(score) $HUD.show_message("Get Ready") ``` ```C# var hud = GetNode("HUD"); hud.UpdateScore(_score); hud.ShowMessage("Get Ready!"); ``` -------------------------------- ### Begin a draw list with breadcrumb data Source: https://docs.godotengine.org/en/4.4/classes/class_renderingdevice.html Example of starting a draw list with a custom breadcrumb value for GPU crash diagnostics. ```gdscript rd.draw_list_begin(fb[i], RenderingDevice.CLEAR_COLOR_ALL, clear_colors, true, 1.0f, true, 0, Rect2(), RenderingDevice.OPAQUE_PASS | 5) ``` -------------------------------- ### Template file examples Source: https://docs.godotengine.org/en/4.4/tutorials/scripting/creating_script_templates.html Examples of file paths for custom script templates mapped to specific node types. ```text template_scripts/Node/smooth_camera.gd template_scripts/CharacterBody3D/platformer_movement.gd ``` -------------------------------- ### Implement Test Subcases Source: https://docs.godotengine.org/en/4.4/contributing/development/core_and_modules/unit_testing.html Use SUBCASE to share common setup logic across multiple related test scenarios. Each subcase triggers a re-execution of the parent TEST_CASE from the start. ```cpp TEST_CASE("[SceneTree][Node] Testing node operations with a very simple scene tree") { // ... common setup (e.g. creating a scene tree with a few nodes) SUBCASE("Move node to specific index") { // ... setup and checks for moving a node } SUBCASE("Remove node at specific index") { // ... setup and checks for removing a node } } ``` -------------------------------- ### setup(server_options: TLSOptions) Source: https://docs.godotengine.org/en/4.4/classes/class_dtlsserver.html Configures the DTLS server with the specified server options. ```APIDOC ## setup(server_options: TLSOptions) ### Description Sets up the DTLS server to use the provided TLSOptions. Refer to TLSOptions.server() for configuration details. ### Parameters - **server_options** (TLSOptions) - Required - The configuration options for the DTLS server. ### Returns - **Error** - Returns an error code if the setup fails, or OK if successful. ``` -------------------------------- ### Install build dependencies for openKylin Source: https://docs.godotengine.org/en/4.4/contributing/development/compiling/compiling_for_linuxbsd.html Use apt to install build dependencies and pip to install scons. ```bash sudo apt update sudo apt install -y \ python3-pip \ build-essential \ pkg-config \ libx11-dev \ libxcursor-dev \ libxinerama-dev \ libgl1-mesa-dev \ libglu1-mesa-dev \ libasound2-dev \ libpulse-dev \ libudev-dev \ libxi-dev \ libxrandr-dev \ libwayland-dev sudo pip install scons ``` -------------------------------- ### Engine.prototype.start(override) Source: https://docs.godotengine.org/en/4.4/tutorials/platform/web/html5_shell_classref.html Starts the engine instance. ```APIDOC ## Engine.prototype.start(override) ### Description Starts the engine instance using the given override configuration. Initializes the instance if not already initialized. ### Parameters - **override** (EngineConfig) - Optional - An optional configuration override. ``` -------------------------------- ### pck_start Source: https://docs.godotengine.org/en/4.4/classes/class_pckpacker.html Initializes the creation of a new PCK file. ```APIDOC ## Error pck_start(pck_path: String, alignment: int = 32, key: String = "...", encrypt_directory: bool = false) ### Description Creates a new PCK file at the specified file path. ### Parameters - **pck_path** (String) - Required - The destination file path for the PCK. - **alignment** (int) - Optional - The alignment of the files in the PCK. - **key** (String) - Optional - The encryption key. - **encrypt_directory** (bool) - Optional - Whether to encrypt the directory. ``` -------------------------------- ### start(time_sec: float = -1) Source: https://docs.godotengine.org/en/4.4/classes/class_timer.html Starts the timer. If time_sec is provided, it sets the wait_time to that value before starting. ```APIDOC ## start(time_sec: float = -1) ### Description Starts the timer. If time_sec is greater than 0, it sets the wait_time to this value before starting. ### Parameters - **time_sec** (float) - Optional - The duration in seconds to set for the timer before starting. ``` -------------------------------- ### Install SCons via MacPorts Source: https://docs.godotengine.org/en/4.4/contributing/development/compiling/compiling_for_macos.html Use this command to install the SCons build system if MacPorts is installed on your system. ```bash sudo port install scons ``` -------------------------------- ### Install SCons via Homebrew Source: https://docs.godotengine.org/en/4.4/contributing/development/compiling/compiling_for_macos.html Use this command to install the SCons build system if Homebrew is installed on your system. ```bash brew install scons ``` -------------------------------- ### Example key format Source: https://docs.godotengine.org/en/4.4/contributing/development/compiling/compiling_with_script_encryption_key.html The expected format of the generated key file. ```text # NOTE: Do not use the key below! Generate your own key instead. aeb1bc56aaf580cc31784e9c41551e9ed976ecba10d315db591e749f3f64890f ``` -------------------------------- ### Use concrete, real-world code examples Source: https://docs.godotengine.org/en/4.4/contributing/documentation/docs_writing_guidelines.html Provide meaningful, functional examples that beginners can relate to their own projects. ```gdscript @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() ```