godotengine / godotengine/godot-docs

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area:getting started bug enhancement
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Description

**Your Godot version:**
4.2

**Issue description:**

These are some minor findings that I don't think warrant separate issues.

* Under [Creating a new script](https://docs.godotengine.org/en/stable/getting_started/step_by_step/scripting_first_script.html#creating-a-new-script), there is a text block explaining how the inspector uses Title Case but the properties are snake_case. It could be explained that this can be toggled via the wrench icon, which also allows to display the properties as translated when Godot is run localized

* The [Moving forward](https://docs.godotengine.org/en/stable/getting_started/step_by_step/scripting_first_script.html#moving-forward) heading should probably be indented one level back, so it is in line with the other headings, e.g. [Turning around](https://docs.godotengine.org/en/stable/getting_started/step_by_step/scripting_first_script.html#turning-around)

* Sometimes the manual uses the "we" form, but [rarely](https://docs.godotengine.org/en/stable/getting_started/first_3d_game/05.spawning_mobs.html#creating-the-spawn-path), it uses "I" instead. This should be unified to "we" everywhere:

> You now want to move the cylinder along the ground plane, looking at the camera preview in the bottom viewport. I recommend using grid snap to do so.

> You now want to move the cylinder along the ground plane, looking at the camera preview in the bottom viewport. We recommend using grid snap to do so.

* In [Score and replay](https://docs.godotengine.org/en/stable/getting_started/first_3d_game/08.score_and_replay.html#), it is mentioned that after adding a Control, Godot will automatically move to the `2D` view, which only seems to happen if you are in `3D` mode, but not in `Script` mode. Since the previous manual section ended in `Script` mode it's likely that the user will not encounter the switch. I would suggest to remove mention of the switch or change it to "Go to the 2D screen if Godot doesn't take you there automatically. There you can edit your User Interface (UI)."

* In [Animating the mobs](https://docs.godotengine.org/en/stable/getting_started/first_3d_game/09.adding_animations.html#animating-the-mobs), it is mentioned that the user can copy and paste animations. I did not find that feature in Godot. Either I missed it, then it should probably be explained in a clearer way in the manual, or it does not exist. I was able to copy/paste individual tracks, but that required a different workflow than mentioned in the manual.

I can fix these, but I would like someone to review the findings and verify that I did not misunderstand something at some point.

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