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Editor Interface Basics - 03

Let's make things a bit cleaner.

Reusable Scenes

We can reuse things we’ve already created. This saves a lot of time - and performance too.
Let’s save TheBox node as a separate scene.

To do that, right-click on it,
then click Save Branch as Scene from the dropdown.
save branch as scene

Next, you’ll see this window. You can rename it, but let’s keep the suggested name and hit Save.
save branch as scene

Now it collapses into a single node.
We can easily duplicate it.

Right-click on it and choose Duplicate,
or just select it and press Ctrl + D.
duplicate node

This creates two boxes stacked on top of each other,
so let’s move one by dragging the arrows.
move cubes

There’s another way to reuse it too.
Since we made it a scene, you can see it in the FileSystem panel.
Just drag and drop it from there into the viewport.
drag cube

Now I’ve changed their positions and rotations.
change positions and rotations

Next, move the camera while checking the preview in the Inspector.
move camera

Organize Things

Now, take a look at your Scene panel.
unorganized scene panel
It looks a bit messy, right? Let’s fix that.

Add a new Node3D and rename it to “Boxes.”
rename it to "Boxes"

Next, we’ll make our TheBox nodes children of the Boxes node. To do that:
Hold Ctrl and click on both TheBox nodes,
then drag and drop them onto the Boxes node.
drag boxes to boxes

Now it looks like this:
Boxes parent
As we discussed earlier, Boxes is now the parent of the TheBox nodes.

Reparenting 💡

This process is called reparenting.
You can also do it another way:
Select the nodes, right-click, and choose Reparent to New Node.
Then a window will appear where you can select the node type.

That way, you don’t need to create the “Boxes” node beforehand.

Many Ways to Do the Same Thing 💡

In Godot, there are many ways to get things done - like what we just did.
As you get familiar with the engine, you’ll naturally pick your preferred methods.
Don’t try to memorize everything. What matters most is practice!

You may have noticed this before -
you can expand or collapse nodes using these little arrows.
expand collaps

Seems like a simple trick, right?
Yes, but when your project grows large with many nodes, this helps you stay organized and focused.

Also, by grouping things like this, you can easily move, rotate, or scale all three boxes at once by using the parent node.
change things using parent

And by toggling the eye icon, you can show or hide nodes.
toggle visibility

Organize the FileSystem

Take a look at your FileSystem now. It can be organized too!
filesystem unorganized

Right-click on the res:// folder, then select Create New → Folder.
create new folder

Name it scenes.
folder name scene

Then create two more folders named assets and scripts.
assets scripts folders

Next, select both demo.tscn and the_box.tscn (hold Ctrl)
and drag them into the scenes folder.
drag and drop them to scnes folder

Finally, move the .gd file into the scripts folder.
scripts folder

End of Basics

That’s it for the basics!
You’re now ready to start building the walking simulator.
We’ll use this same project for it.
End of basics

Make Experiments 💡

Try new things - even if they seem a bit crazy.
This isn’t your dream game yet, so take risks!
If something breaks, don’t worry - just delete it and make a new project.
Experimenting is how you truly learn.

Congratulations on finishing the basics!
Can’t wait to move on to the walking sim with you - see you there!