diff --git a/.github/workflows/stride-docs-release-azure.yml b/.github/workflows/stride-docs-release-azure.yml
index 003a977b0..3e63a6deb 100644
--- a/.github/workflows/stride-docs-release-azure.yml
+++ b/.github/workflows/stride-docs-release-azure.yml
@@ -3,9 +3,6 @@
name: Build Stride Docs for Azure Web App Release 🚀
-permissions:
- contents: write # required to create releases/tags
-
env:
COMMON_SETTINGS_PATH: en/docfx.json
VERSION: "2.0.0.${{ github.run_number }}"
@@ -23,19 +20,33 @@ on:
- .gitignore
- '.github/**'
workflow_dispatch:
+ inputs:
+ skipPdfBuilding:
+ description: Skip PDF building
+ required: true
+ default: true
+ type: boolean
+ skipApiBuilding:
+ description: Skip API building
+ required: true
+ default: true
+ type: boolean
+ strideBranch:
+ description: Stride branch to checkout
+ required: true
+ default: master
+ type: string
+
+permissions:
+ contents: write # required to create releases/tags
jobs:
build:
# Run this job only if the repository is 'stride3d/stride-docs'
if: github.repository == 'stride3d/stride-docs'
- runs-on: windows-latest
+ runs-on: windows-2025-vs2026
steps:
- - name: .NET SDK Setup
- uses: actions/setup-dotnet@v5
- with:
- dotnet-version: 10.x
-
# Checkout the Stride Docs repository from the branch that triggered the workflow
- name: Checkout Stride Docs
uses: actions/checkout@v6
@@ -43,70 +54,20 @@ jobs:
path: ${{ env.DOCS_PATH }}
lfs: true
- - name: Set Version in docfx.json
- run: |
- $settingsContent = Get-Content -Path "${{ env.DOCS_PATH }}/${{ env.COMMON_SETTINGS_PATH }}" -Raw
- $updatedDocFxJsonContent = $settingsContent -replace '2.0.0.x', "${{ env.VERSION }}"
- Set-Content -Path "${{ env.DOCS_PATH }}/${{ env.COMMON_SETTINGS_PATH }}" -Value $updatedDocFxJsonContent
- shell: pwsh
-
- # Checkout the Stride repository from the default branch
- - name: Checkout Stride (note the LFS)
- uses: actions/checkout@v6
+ - name: Run Global Setup
+ id: setup
+ uses: ./stride-docs/.github/actions/setup-stride
with:
- repository: stride3d/stride
- token: ${{ secrets.GITHUB_TOKEN }}
- path: stride
- lfs: true
- ref: master
-
- # Temporary solution till the new docfx is available
- # - name: Checkout DocFX
- # uses: actions/checkout@v6
- # with:
- # repository: dotnet/docfx
- # # Tested commit
- # ref: 917cda864650279e0bbe50b852cb98601e5efa4d
- # path: docfx-build
- # fetch-depth: 0
-
- # - name: Restore npm dependencies
- # run: npm install
- # working-directory: docfx-build/templates
-
- # - name: Build site templates
- # run: npm run build
- # working-directory: docfx-build/templates
-
- # - name: Build DocFX from PR
- # run: dotnet pack src/docfx -c Release /p:Version=2.9-stride -o drop/nuget
- # working-directory: docfx-build
- # shell: pwsh
-
- # - name: Build Install DocFX
- # run: dotnet tool install -g docfx --version 2.9-stride --add-source drop/nuget
- # working-directory: docfx-build
- # shell: pwsh
- # End of Temporary solution
-
- - name: Install DocFX
- # This installs the latest version of DocFX and may introduce breaking changes
- # run: dotnet tool update -g docfx
- # This installs a specific, tested version of DocFX.
- run: dotnet tool update -g docfx --version 2.78.5
-
- - name: Build documentation
- run: ./build-all.bat
- working-directory: ${{ env.DOCS_PATH }}
-
- - name: Compress artifact
- run: 7z a -r DocFX-app.zip ./${{ env.DOCS_PATH }}/_site/*
+ github-token: ${{ secrets.GITHUB_TOKEN }}
+ skip-pdf-building: ${{ inputs.skipPdfBuilding }}
+ skip-api-building: ${{ inputs.skipApiBuilding }}
+ stride-branch: ${{ inputs.strideBranch || 'master' }}
- name: Upload artifact for deployment job
- uses: actions/upload-artifact@v6
+ uses: actions/upload-artifact@v7
with:
name: DocFX-app
- path: DocFX-app.zip
+ path: ./${{ env.DOCS_PATH }}/_site
- name: Create GitHub Release
run: |
@@ -117,7 +78,7 @@ jobs:
deploy:
if: github.repository == 'stride3d/stride-docs'
- runs-on: windows-latest
+ runs-on: windows-2025-vs2026
needs: build
environment:
@@ -126,15 +87,10 @@ jobs:
steps:
- name: Download artifact from build job
- uses: actions/download-artifact@v7
+ uses: actions/download-artifact@v8
with:
name: DocFX-app
-
- # - name: List current directory
- # run: ls
-
- - name: Decompress artifact
- run: 7z x DocFX-app.zip "-o./${{ env.DOCS_PATH }}/_site"
+ path: ./${{ env.DOCS_PATH }}/_site
- name: Deploy to Azure Web App
id: deploy-to-webapp
@@ -143,4 +99,4 @@ jobs:
app-name: 'stride-doc'
slot-name: 'Production'
publish-profile: ${{ secrets.AZUREAPPSERVICE_PUBLISHPROFILE_4803638D673FA67D0C8650F34C4FA9D1 }}
- package: ./${{ env.DOCS_PATH }}/_site
+ package: ./${{ env.DOCS_PATH }}/_site
\ No newline at end of file
diff --git a/.github/workflows/stride-docs-release-fast-track-azure.yml b/.github/workflows/stride-docs-release-fast-track-azure.yml
index 3a55c4fee..5b4d190e1 100644
--- a/.github/workflows/stride-docs-release-fast-track-azure.yml
+++ b/.github/workflows/stride-docs-release-fast-track-azure.yml
@@ -4,9 +4,6 @@
# The Fast Track skips creating artifacts and compressing them
name: Build Stride Docs (Fast Track) for Azure Web App Release 🚀
-permissions:
- contents: write # required to create releases/tags
-
env:
COMMON_SETTINGS_PATH: en/docfx.json
VERSION: "2.0.0.${{ github.run_number }}"
@@ -14,22 +11,36 @@ env:
on:
workflow_dispatch:
+ inputs:
+ skipPdfBuilding:
+ description: Skip PDF building
+ required: true
+ default: true
+ type: boolean
+ skipApiBuilding:
+ description: Skip API building
+ required: true
+ default: true
+ type: boolean
+ strideBranch:
+ description: Stride branch to checkout
+ required: true
+ default: master
+ type: string
+
+permissions:
+ contents: read
jobs:
build-deploy:
# Run this job only if the repository is 'stride3d/stride-docs'
if: github.repository == 'stride3d/stride-docs'
- runs-on: windows-latest
+ runs-on: windows-2025-vs2026
environment:
name: 'Production'
steps:
- - name: .NET SDK Setup
- uses: actions/setup-dotnet@v5
- with:
- dotnet-version: 10.x
-
# Checkout the Stride Docs repository from the branch that triggered the workflow
- name: Checkout Stride Docs
uses: actions/checkout@v6
@@ -37,61 +48,14 @@ jobs:
path: ${{ env.DOCS_PATH }}
lfs: true
- - name: Set Version in docfx.json
- run: |
- $settingsContent = Get-Content -Path "${{ env.DOCS_PATH }}/${{ env.COMMON_SETTINGS_PATH }}" -Raw
- $updatedDocFxJsonContent = $settingsContent -replace '2.0.0.x', "${{ env.VERSION }}"
- Set-Content -Path "${{ env.DOCS_PATH }}/${{ env.COMMON_SETTINGS_PATH }}" -Value $updatedDocFxJsonContent
- shell: pwsh
-
- # Checkout the Stride repository from the default branch
- - name: Checkout Stride (note the LFS)
- uses: actions/checkout@v6
+ - name: Run Global Setup
+ id: setup
+ uses: ./stride-docs/.github/actions/setup-stride
with:
- repository: stride3d/stride
- token: ${{ secrets.GITHUB_TOKEN }}
- path: stride
- lfs: true
- ref: master
-
- # Temporary solution till the new docfx is available
- # - name: Checkout DocFX
- # uses: actions/checkout@v6
- # with:
- # repository: dotnet/docfx
- # # Tested commit
- # ref: 917cda864650279e0bbe50b852cb98601e5efa4d
- # path: docfx-build
- # fetch-depth: 0
-
- # - name: Restore npm dependencies
- # run: npm install
- # working-directory: docfx-build/templates
-
- # - name: Build site templates
- # run: npm run build
- # working-directory: docfx-build/templates
-
- # - name: Build DocFX from PR
- # run: dotnet pack src/docfx -c Release /p:Version=2.9-stride -o drop/nuget
- # working-directory: docfx-build
- # shell: pwsh
-
- # - name: Build Install DocFX
- # run: dotnet tool install -g docfx --version 2.9-stride --add-source drop/nuget
- # working-directory: docfx-build
- # shell: pwsh
- # End of Temporary solution
-
- - name: Install DocFX
- # This installs the latest version of DocFX and may introduce breaking changes
- # run: dotnet tool update -g docfx
- # This installs a specific, tested version of DocFX.
- run: dotnet tool update -g docfx --version 2.78.5
-
- - name: Build documentation
- run: ./build-all.bat
- working-directory: ${{ env.DOCS_PATH }}
+ github-token: ${{ secrets.GITHUB_TOKEN }}
+ skip-pdf-building: ${{ inputs.skipPdfBuilding }}
+ skip-api-building: ${{ inputs.skipApiBuilding }}
+ stride-branch: ${{ inputs.strideBranch }}
- name: Deploy to Azure Web App
id: deploy-to-webapp
diff --git a/en/manual/game-studio/add-entities.md b/en/manual/game-studio/add-entities.md
index 5ab4835e9..4bd8b76f6 100644
--- a/en/manual/game-studio/add-entities.md
+++ b/en/manual/game-studio/add-entities.md
@@ -71,12 +71,12 @@ You can duplicate an entity along with all its properties. Duplicating an entity
The entity and all its properties are duplicated.
Alternatively, right-click the entity and select **Duplicate selected entities**.
- 
+ 
## Rename an entity
@@ -87,4 +87,4 @@ Alternatively, right-click the entity and select **Duplicate selected entities**
## See also
-* [Manage scenes](manage-scenes.md)
\ No newline at end of file
+* [Manage scenes](manage-scenes.md)
diff --git a/en/manual/game-studio/assets.md b/en/manual/game-studio/assets.md
index f55f8b1fd..0d17d34ca 100644
--- a/en/manual/game-studio/assets.md
+++ b/en/manual/game-studio/assets.md
@@ -8,7 +8,7 @@ Some assets require **resource files**. For example, texture assets need image f
You can compile and optimize assets with a special compiler provided by Stride. Compiled assets are packed together as reusable bundles.
-
+
You can:
@@ -32,4 +32,4 @@ You can:
* [Create assets](create-assets.md)
* [Manage assets](manage-assets.md)
-* [Use assets](use-assets.md)
\ No newline at end of file
+* [Use assets](use-assets.md)
diff --git a/en/manual/game-studio/create-assets.md b/en/manual/game-studio/create-assets.md
index f470775f9..f3a99b6fd 100644
--- a/en/manual/game-studio/create-assets.md
+++ b/en/manual/game-studio/create-assets.md
@@ -13,7 +13,7 @@ There are two ways to create assets:
2. Select the type of asset you want to create.
- 
+ 
Game Studio displays a list of asset templates. These are assets configured for a specific use.
@@ -21,7 +21,7 @@ There are two ways to create assets:
Game Studio adds the asset to the Asset View:
- 
+ 
> [!Note]
> Some assets, such as textures, require a resource file. When you add these assets, Game Studio prompts you for a resource file.
@@ -63,4 +63,4 @@ Game Studio automatically imports all dependencies in the resource files and cre
## See also
* [Manage assets](manage-assets.md)
-* [Use assets](use-assets.md)
\ No newline at end of file
+* [Use assets](use-assets.md)
diff --git a/en/manual/game-studio/index.md b/en/manual/game-studio/index.md
index 8fb8650f4..67fc1f7d3 100644
--- a/en/manual/game-studio/index.md
+++ b/en/manual/game-studio/index.md
@@ -13,7 +13,7 @@ Game Studio is also integrated with your Visual Studio projects, so you can seam
## Interface
-
+
The **asset editor** (1) is used to edit assets and scenes. Some asset types, such as [scenes](create-a-scene.md), have dedicated editors where you can make complex changes to the asset. To open a dedicated editor (when available), double-click the asset or right-click it and select **Edit asset**.
diff --git a/en/manual/game-studio/manage-assets.md b/en/manual/game-studio/manage-assets.md
index a3034cfa4..d0c5d7df0 100644
--- a/en/manual/game-studio/manage-assets.md
+++ b/en/manual/game-studio/manage-assets.md
@@ -12,23 +12,23 @@ For example, to change the color of a material asset::
1. In the **Asset View** (in the bottom by default), select the material.
- 
+ 
2. In the Property Grid, under **Shading > Diffuse**, next to **Diffuse Map**, click the **colored box**, which displays the asset color (yellow in this example).
The color picker opens.
- 
+ 
4. Select a new color for the asset.
- 
+ 
The **Asset Preview** (bottom right by default) displays asset changes in real time.
The **Asset View** indicates assets with unsaved changes with asterisks (*).
-
+
## Edit assets using dedicated editors
@@ -67,7 +67,7 @@ Assets are contained in the **Assets** folder of your project package. You can s
> [!TIP]
> To see the URL and type of an asset, move the mouse over the asset thumbnail.
-> 
+> 
## Include assets in the build
@@ -98,7 +98,7 @@ If you plan to load an asset at runtime using scripts, make it a root asset. To
To change the Asset View options, click the eye icon in the Asset View toolbar.
-
+
You can:
@@ -136,7 +136,7 @@ You can add multiple filters. Name filters are green, tag filters are blue, and
To toggle a filter on and off without removing it, click it. Disabled filters have darker colors.
-
+
### Remove a filter
@@ -146,4 +146,4 @@ To remove a filter, click the X icon in the filter tag.
* [Create assets](create-assets.md)
* [Manage assets](manage-assets.md)
-* [Use assets](use-assets.md)
\ No newline at end of file
+* [Use assets](use-assets.md)
diff --git a/en/manual/get-started/media/asset-creation-asset-view-tab-knight.png b/en/manual/game-studio/media/asset-creation-asset-view-tab-knight.png
similarity index 100%
rename from en/manual/get-started/media/asset-creation-asset-view-tab-knight.png
rename to en/manual/game-studio/media/asset-creation-asset-view-tab-knight.png
diff --git a/en/manual/get-started/media/asset-creation-asset-view-tab-procedural-model.png b/en/manual/game-studio/media/asset-creation-asset-view-tab-procedural-model.png
similarity index 100%
rename from en/manual/get-started/media/asset-creation-asset-view-tab-procedural-model.png
rename to en/manual/game-studio/media/asset-creation-asset-view-tab-procedural-model.png
diff --git a/en/manual/get-started/media/asset-creation-create-new-asset-asset-view-tab.png b/en/manual/game-studio/media/asset-creation-create-new-asset-asset-view-tab.png
similarity index 100%
rename from en/manual/get-started/media/asset-creation-create-new-asset-asset-view-tab.png
rename to en/manual/game-studio/media/asset-creation-create-new-asset-asset-view-tab.png
diff --git a/en/manual/get-started/media/asset-creation-create-new-asset-asset-view-tab.psd b/en/manual/game-studio/media/asset-creation-create-new-asset-asset-view-tab.psd
similarity index 100%
rename from en/manual/get-started/media/asset-creation-create-new-asset-asset-view-tab.psd
rename to en/manual/game-studio/media/asset-creation-create-new-asset-asset-view-tab.psd
diff --git a/en/manual/get-started/media/asset-creation-solution-explorer.png b/en/manual/game-studio/media/asset-creation-solution-explorer.png
similarity index 100%
rename from en/manual/get-started/media/asset-creation-solution-explorer.png
rename to en/manual/game-studio/media/asset-creation-solution-explorer.png
diff --git a/en/manual/get-started/media/asset-creation-solution-explorer.psd b/en/manual/game-studio/media/asset-creation-solution-explorer.psd
similarity index 100%
rename from en/manual/get-started/media/asset-creation-solution-explorer.psd
rename to en/manual/game-studio/media/asset-creation-solution-explorer.psd
diff --git a/en/manual/get-started/media/asset-unsaved-changes.png b/en/manual/game-studio/media/asset-unsaved-changes.png
similarity index 100%
rename from en/manual/get-started/media/asset-unsaved-changes.png
rename to en/manual/game-studio/media/asset-unsaved-changes.png
diff --git a/en/manual/get-started/media/asset-view-options.png b/en/manual/game-studio/media/asset-view-options.png
similarity index 100%
rename from en/manual/get-started/media/asset-view-options.png
rename to en/manual/game-studio/media/asset-view-options.png
diff --git a/en/manual/get-started/media/camera-position.png b/en/manual/game-studio/media/camera-position.png
similarity index 100%
rename from en/manual/get-started/media/camera-position.png
rename to en/manual/game-studio/media/camera-position.png
diff --git a/en/manual/get-started/media/Camera position.psd b/en/manual/game-studio/media/camera-position.psd
similarity index 100%
rename from en/manual/get-started/media/Camera position.psd
rename to en/manual/game-studio/media/camera-position.psd
diff --git a/en/manual/get-started/media/disabled-filter-tags.png b/en/manual/game-studio/media/disabled-filter-tags.png
similarity index 100%
rename from en/manual/get-started/media/disabled-filter-tags.png
rename to en/manual/game-studio/media/disabled-filter-tags.png
diff --git a/en/manual/get-started/media/duplicate-selected-entities.png b/en/manual/game-studio/media/duplicate-selected-entities.png
similarity index 100%
rename from en/manual/get-started/media/duplicate-selected-entities.png
rename to en/manual/game-studio/media/duplicate-selected-entities.png
diff --git a/en/manual/get-started/media/edit-asset-color-change-selected-asset.png b/en/manual/game-studio/media/edit-asset-color-change-selected-asset.png
similarity index 100%
rename from en/manual/get-started/media/edit-asset-color-change-selected-asset.png
rename to en/manual/game-studio/media/edit-asset-color-change-selected-asset.png
diff --git a/en/manual/get-started/media/edit-asset-color-picker-palette-diffuse.png b/en/manual/game-studio/media/edit-asset-color-picker-palette-diffuse.png
similarity index 100%
rename from en/manual/get-started/media/edit-asset-color-picker-palette-diffuse.png
rename to en/manual/game-studio/media/edit-asset-color-picker-palette-diffuse.png
diff --git a/en/manual/get-started/media/edit-asset-sphere-material-asset-view-tab.png b/en/manual/game-studio/media/edit-asset-sphere-material-asset-view-tab.png
similarity index 100%
rename from en/manual/get-started/media/edit-asset-sphere-material-asset-view-tab.png
rename to en/manual/game-studio/media/edit-asset-sphere-material-asset-view-tab.png
diff --git a/en/manual/get-started/media/edit-asset-sphere-material-asset-view-tab.psd b/en/manual/game-studio/media/edit-asset-sphere-material-asset-view-tab.psd
similarity index 100%
rename from en/manual/get-started/media/edit-asset-sphere-material-asset-view-tab.psd
rename to en/manual/game-studio/media/edit-asset-sphere-material-asset-view-tab.psd
diff --git a/en/manual/get-started/media/game-studio-main-interface.webp b/en/manual/game-studio/media/game-studio-main-interface.webp
similarity index 100%
rename from en/manual/get-started/media/game-studio-main-interface.webp
rename to en/manual/game-studio/media/game-studio-main-interface.webp
diff --git a/en/manual/get-started/media/scene-creation-basic-scene-in-stride.png b/en/manual/game-studio/media/scene-creation-basic-scene-in-stride.png
similarity index 100%
rename from en/manual/get-started/media/scene-creation-basic-scene-in-stride.png
rename to en/manual/game-studio/media/scene-creation-basic-scene-in-stride.png
diff --git a/en/manual/get-started/media/switch-to-orthographic.png b/en/manual/game-studio/media/switch-to-orthographic.png
similarity index 100%
rename from en/manual/get-started/media/switch-to-orthographic.png
rename to en/manual/game-studio/media/switch-to-orthographic.png
diff --git a/en/manual/game-studio/navigate-in-the-scene-editor.md b/en/manual/game-studio/navigate-in-the-scene-editor.md
index b4515022e..edcee5a29 100644
--- a/en/manual/game-studio/navigate-in-the-scene-editor.md
+++ b/en/manual/game-studio/navigate-in-the-scene-editor.md
@@ -107,7 +107,7 @@ Corner | Faces the three adjacent faces at a 45° angle
To display the Scene Editor camera options, click the **camera icon** in the top-right of the Scene Editor.
-
+
### Perspective and orthographic views
@@ -139,7 +139,7 @@ The near and far planes determine where the camera's view begins and ends.
Game Studio renders the area between the near and far planes.
-
+
#### Camera speed
diff --git a/en/manual/game-studio/scenes.md b/en/manual/game-studio/scenes.md
index 80eba3409..25173bb0d 100644
--- a/en/manual/game-studio/scenes.md
+++ b/en/manual/game-studio/scenes.md
@@ -7,7 +7,7 @@
The screenshot below shows a scene with a knight, a light, a background, and a camera entity:
-
+
Scenes are a type of [asset](/assets.md). As they are complex assets, they have a dedicated editor, the **Scene Editor**.
@@ -18,4 +18,4 @@ Scenes are a type of [asset](/assets.md). As they are complex assets, they have
* [Manage scenes](manage-scenes.md)
* [Load scenes](load-scenes.md)
* [Add entities](add-entities.md)
-* [Manage entities](manage-entities.md)
\ No newline at end of file
+* [Manage entities](manage-entities.md)
diff --git a/en/manual/game-studio/world-units.md b/en/manual/game-studio/world-units.md
index 3abc43e31..baec581b7 100644
--- a/en/manual/game-studio/world-units.md
+++ b/en/manual/game-studio/world-units.md
@@ -4,8 +4,8 @@ In Stride, one unit is one meter. This is used by the physics and rendering engi
Game Studio displays units as a grid.
-
+
## See also
-* [Physics](../physics/index.md)
\ No newline at end of file
+* [Physics](../physics/index.md)
diff --git a/en/manual/get-started/assets.md b/en/manual/get-started/assets.md
index b4f556580..be6b8fe26 100644
--- a/en/manual/get-started/assets.md
+++ b/en/manual/get-started/assets.md
@@ -6,9 +6,9 @@ An asset is a representation of an element of your game inside Game Studio, such
## Create an asset
-To create an asset, click the "Add Asset" button in the **Asset View** and select the type of asset you want to create.
+To create an asset, click the **âž• Add asset** button in the **Asset view** and select the type of asset you want to create.
-
+
## Create assets from resources
@@ -41,4 +41,4 @@ Stride doesn't include assets which aren't used anywhere, meaning that **they ca
## Further reading
-For more information, visit the [Assets](../game-studio/assets.md) page.
+For more information, visit [Assets](../game-studio/assets.md).
diff --git a/en/manual/get-started/create-a-project.md b/en/manual/get-started/create-a-project.md
index 5e2e8fd29..fbc143c8d 100644
--- a/en/manual/get-started/create-a-project.md
+++ b/en/manual/get-started/create-a-project.md
@@ -39,7 +39,7 @@ To create an empty project:
6. Under **Platforms**, select the platforms you want your game to support.
- >[!Note]
+ >[!NOTE]
>To support iOS and Android, you need to install Xamarin (free if you have Visual Studio).
>If your development system is missing prerequisites for any of the platforms you select, Stride displays a warning.
@@ -49,7 +49,7 @@ To create an empty project:
**Graphics API:** The graphics features you can use in your project depend on the API you select. For advanced graphics features, select the latest version of the graphics APIs.
- >[!Warning]
+ >[!WARNING]
>Some graphics cards don't support the latest APIs. For some mobile devices, only Direct3D 9.3 / OpenGL ES 2.0 and Direct3D 10.0 / OpenGL ES 3.0 are available.
**High or Low Dynamic Range (HDR / LDR):** This defines how color is computed in your project. In LDR mode, colors range from 0 to 1. In HDR mode colors can take any float value. HDR provides more advanced and realistic rendering but requires more processing power and profile Direct3D 10.0 / OpenGL ES 3.0 or later.
diff --git a/en/manual/get-started/game-studio.md b/en/manual/get-started/game-studio.md
index 4538b248c..458f6a3d9 100644
--- a/en/manual/get-started/game-studio.md
+++ b/en/manual/get-started/game-studio.md
@@ -18,7 +18,7 @@ The **asset editor** is a dedicated editor for certain assets. It's most commonl
The **property grid** displays a list of properties of selected assets and entities.
-This is where you can assign [Components](key-concepts.md#components) to entities and edit their properties.
+This is where you can assign [components](key-concepts.md#components) to entities and edit their properties.
## Solution Explorer
@@ -26,13 +26,13 @@ This is where you can assign [Components](key-concepts.md#components) to entitie
The **solution explorer** displays the hierarchy of elements in the C# solution associated with the Project. These elements contain assets and code.
-In a new project, there are 2 or more items under the solution: `NameOfMyProject` and `NameOfMyProject.NameOfPlatform` (there could be one or more of these).
-* `NameOfProject` contains files for the game.
-* `NameOfProject.NameOfPlatform` contains files specific to that platform (mostly, the Program.cs file from which the game starts and the window icon).
+In a new project, there are 2 or more items under the solution: **NameOfMyProject** and **NameOfMyProject.NameOfPlatform** (there could be one or more of these).
+* **NameOfProject** - contains files for the game.
+* **NameOfProject.NameOfPlatform** - contains files specific to that platform (mostly, the `NameOfProjectApp`.cs file from which the game starts and the window icon).
Under each of those elements, there are 2 folders: **Assets** and **Code**.
-* **Assets** contains all assets of that element.
-* **Code** contains all code of that element.
+* **Assets** - contains all assets of that element.
+* **Code** - contains all code of that element.
## Asset View
diff --git a/en/manual/get-started/index.md b/en/manual/get-started/index.md
index 34688097e..f65095c8a 100644
--- a/en/manual/get-started/index.md
+++ b/en/manual/get-started/index.md
@@ -9,9 +9,9 @@ Welcome to Stride! This chapter provides everything you need to start creating g
Stride is designed for game developers who want a powerful, flexible, and open-source engine for their projects. Whether you're an experienced developer or just starting out, these guides will walk you through the basics and help you get up and running quickly.
-For video tutorials, have a look at the [Tutorials](../../tutorials/index.md).
+For video tutorials, have a look at [Tutorials](../../tutorials/index.md).
-
+
## In this section
diff --git a/en/manual/get-started/install-stride.md b/en/manual/get-started/install-stride.md
new file mode 100644
index 000000000..1fc566352
--- /dev/null
+++ b/en/manual/get-started/install-stride.md
@@ -0,0 +1,3 @@
+---
+redirect_url: ../install-and-update/install-stride.html
+---
diff --git a/en/manual/get-started/key-concepts.md b/en/manual/get-started/key-concepts.md
index a0a4cbd2e..647beff37 100644
--- a/en/manual/get-started/key-concepts.md
+++ b/en/manual/get-started/key-concepts.md
@@ -43,7 +43,7 @@ In Stride, a component can be created from one of 3 types of script:
- [**Sync Script**](../scripts/types-of-script/sync-script.md) - a script that runs when it's added and then every frame.
- [**Async Script**](../scripts/types-of-script/async-script.md) - an **asynchronous** script that runs only once when it's added, but can await the next frame continuously.
-For more information, read [types of script](../scripts/types-of-script/index.md).
+For more information, read [Types of script](../scripts/types-of-script/index.md).
## Assets and resources
@@ -55,6 +55,10 @@ Assets do not contain resource data. Instead, they reference a resource. For exa
## Project structure
-A Stride project is a standard [C# solution](https://learn.microsoft.com/en-us/visualstudio/ide/solutions-and-projects-in-visual-studio?view=vs-2022). Assets and resources can be separated into multiple C# projects, for example: **MyGame** contains game assets and **MyGame.Windows** contains assets specific to the windows version of the game (like the window icon).
+A Stride project is separated into multiple [project packages](../files-and-folders/project-packages/index.md), which contain their own code, assets and resources.
-For more information, read [project structure](../files-and-folders/project-structure.md).
+For example, a new project consists of:
+* **MyGame** - contains content for the game.
+* **MyGame.NameOfPlatform** (such as MyGame.Windows) - contains content specific to the version of the game for a specific platform (like the window icon).
+
+For more information, read [Project structure](../files-and-folders/project-structure.md).
diff --git a/en/manual/get-started/launch-a-game.md b/en/manual/get-started/launch-a-game.md
index 05b11e492..66129b7a3 100644
--- a/en/manual/get-started/launch-a-game.md
+++ b/en/manual/get-started/launch-a-game.md
@@ -6,14 +6,14 @@ This page explains how to launch your game using Game Studio or Visual Studio.
## Launch a game from Game Studio
-> [!Note]
+> [!NOTE]
> Game Studio can't launch games for the Windows Store or UWP (Universal Windows Platform) platforms. To launch a game for those platforms, use Visual Studio (see below).
1. In the **Solution Explorer**, right-click in your target platform, then choice **Set as current project**.

- > [!Note]
+ > [!NOTE]
> You can only select platforms you selected in the **Create a new game** dialog when you created the project. To add additional platforms to the project, see [Add or remove a platform](../platforms/add-or-remove-a-platform.md).
2. To run the game, click  in the toolbar or press **F5**.
diff --git a/en/manual/get-started/launch-stride.md b/en/manual/get-started/launch-stride.md
new file mode 100644
index 000000000..8a899524c
--- /dev/null
+++ b/en/manual/get-started/launch-stride.md
@@ -0,0 +1,3 @@
+---
+redirect_url: create-a-project.html
+---
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diff --git a/en/manual/get-started/media/xenko-poster-image-640by480.psd b/en/manual/get-started/media/xenko-poster-image-640by480.psd
deleted file mode 100644
index dddd54b80..000000000
--- a/en/manual/get-started/media/xenko-poster-image-640by480.psd
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diff --git a/en/manual/get-started/next-steps.md b/en/manual/get-started/next-steps.md
index 3990d76a7..6f1c0819f 100644
--- a/en/manual/get-started/next-steps.md
+++ b/en/manual/get-started/next-steps.md
@@ -8,18 +8,18 @@ In case you **get confused by certain terminology**, you can check out the [glos
## Learn more about Game Studio
-If you want to learn more about how to use Game Studio, check out the [Game Studio section](../game-studio/index.md) of the manual.
+If you want to learn more about how to use Game Studio, check out [Game Studio](../game-studio/index.md) of the manual.
## Get started with scripting
-If you want to learn more about how to write scripts for Stride, check out the [Scripts section](../scripts/index.md) of the manual.
+If you want to learn more about how to write scripts for Stride, check out [Scripts](../scripts/index.md) of the manual.
For API reference, refer to the [API](../../api/index.md).
## Get started with graphics
-For general information about how graphics work in Stride, check out the [Graphics section](../graphics/index.md) section of the manual.
+For general information about how graphics work in Stride, check out [Graphics](../graphics/index.md) section of the manual.
Other sections that might be useful are [Animation](../animation/index.md) and [Particles](../particles/index.md).
-For 2D, it's also a good idea to check out the [Sprites section](../sprites/index.md).
+For 2D, it's also a good idea to check out [Sprites](../sprites/index.md).
diff --git a/en/manual/get-started/update-stride.md b/en/manual/get-started/update-stride.md
new file mode 100644
index 000000000..3d198c7ec
--- /dev/null
+++ b/en/manual/get-started/update-stride.md
@@ -0,0 +1,3 @@
+---
+redirect_url: ../install-and-update/update-stride.html
+---
diff --git a/en/manual/graphics/cameras/index.md b/en/manual/graphics/cameras/index.md
index f5056a23d..956108fc6 100644
--- a/en/manual/graphics/cameras/index.md
+++ b/en/manual/graphics/cameras/index.md
@@ -72,7 +72,7 @@ The near and far planes determine where the camera's view begins and ends.
Stride renders the area between the near and far planes.
-
+
| Near plane 0.1 (default); far plane: 50 | Near plane: 7; far plane 1000 (default)
|--------------------|------------------
diff --git a/en/manual/graphics/textures/index.md b/en/manual/graphics/textures/index.md
index a235aba62..e6d52e8e5 100644
--- a/en/manual/graphics/textures/index.md
+++ b/en/manual/graphics/textures/index.md
@@ -42,7 +42,7 @@ In the **Asset View**, click **Add asset** > **Texture**, then select a template
Alternatively, drag the texture file from Explorer to the Asset View:
-
+
Then select a texture template (**color**, **grayscale** or **normal map**):
@@ -50,7 +50,7 @@ Then select a texture template (**color**, **grayscale** or **normal map**):
Game Studio adds the texture to the Asset View:
-
+
## Texture properties
@@ -131,4 +131,4 @@ For instructions about how to access the global texture settings, see the [Game
* [Materials](../materials/index.md)
* [Sprites](../../sprites/index.md)
* [Render textures](../graphics-compositor/render-textures.md)
-* [Skyboxes and backgrounds](skyboxes-and-backgrounds.md)
\ No newline at end of file
+* [Skyboxes and backgrounds](skyboxes-and-backgrounds.md)
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similarity index 100%
rename from en/manual/get-started/media/create-a-script-new-script-asset-view.png
rename to en/manual/graphics/textures/media/create-a-script-new-script-asset-view.png
diff --git a/en/manual/get-started/media/create-assets-drag-drop-asset-created.png b/en/manual/graphics/textures/media/create-assets-drag-drop-asset-created.png
similarity index 100%
rename from en/manual/get-started/media/create-assets-drag-drop-asset-created.png
rename to en/manual/graphics/textures/media/create-assets-drag-drop-asset-created.png
diff --git a/en/manual/get-started/media/create-assets-drop-resource.png b/en/manual/graphics/textures/media/create-assets-drop-resource.png
similarity index 100%
rename from en/manual/get-started/media/create-assets-drop-resource.png
rename to en/manual/graphics/textures/media/create-assets-drop-resource.png
diff --git a/en/manual/index.md b/en/manual/index.md
index 0c69b0cb6..03a0b2309 100644
--- a/en/manual/index.md
+++ b/en/manual/index.md
@@ -1,6 +1,6 @@
# Stride manual
-
+
These pages contain information about how to use Stride, an open-source C# game engine.
@@ -19,25 +19,25 @@ To edit any page of this manual, click the **Edit this page** link at the bottom
**Recent updates**
- Manual
- - Updated [Scripts - Best Practices](scripts/best-practice.md) - More content added
- - Important [Physics - Script a trigger](physics/script-a-trigger.md) - Example updated
- - Important [Physics - Triggers](physics/triggers.md) - Example updated
- - Updated [Graphics - Custom shaders](graphics/effects-and-shaders/custom-shaders.md) - Troubleshooting section added
- - New [Glossary](glossary/index.md) - New glossary section added
+ - Rewritten [Get Started](get-started/index.md) - Section rewritten
+ - New [Install and update](install-and-update/index.md) - New install and update section
+ - New [Stride for Godot developers](stride-for-godot-developers/index.md) - New guide for people coming from Godot
+ - New [Project](files-and-folders/index.md) - New project section
+ - Updated [Scripts - Types of script](scripts/types-of-script/index.md) - Updated types of script and created sub-pages for each script type
+- Contributing
+ - Updated [Contribute to the engine - Bug bounties](../contributors/engine/bug-bounties.md) - Clarified a couple of points
+- Community resources
+ - Updated [Games and demos](../community-resources/games-and-demos.md) - Improved the list of released games
+
**Previous updates**
- Manual
- - Updated [Graphics - Materials - Materials for developers ](graphics/materials/materials-for-developers.md) - Modifying parameters at runtime added
- - New [Scripts](scripts/best-practice.md) - Best Practices docs added
- - New [Physics](physics/index.md) - Bepu Physics docs added
- - Updated [Bullet Physics](physics-bullet/index.md) - Bullet Physics docs moved
- - Updated [Files and Folders](files-and-folders/distribute-a-game.md) - Game distribution steps updated
- - Updated [Scripts - Types of script](scripts/types-of-script/index.md) - Asynchronous script example improved
- - New [Scripts - Gizmos](scripts/gizmos.md) - Description and example of the Flexible Processing system
- - New [ECS - Flexible Processing](engine/entity-component-system/flexible-processing.md) - Description and example of the Flexible Processing system
- - Updated [Linux - Setup and requirements](platforms/linux/setup-and-requirements.md) - Fedora OS option added
-
+ - Updated [Scripts - Best Practices](scripts/best-practice.md) - More content added
+ - Updated [Physics - Script a trigger](physics/script-a-trigger.md) - Example updated
+ - Updated [Physics - Triggers](physics/triggers.md) - Example updated
+ - Updated [Graphics - Custom shaders](graphics/effects-and-shaders/custom-shaders.md) - Troubleshooting section added
+ - New [Glossary](glossary/index.md) - New glossary section added
- Tutorials
- Updated [Tutorials](../tutorials/index.md) - Quick Tutorials section added
- Updated [Tutorials](../tutorials/index.md) - Added lesson counts and total length
diff --git a/en/manual/get-started/media/game-editor-scene.jpg b/en/manual/media/game-editor-scene.jpg
similarity index 100%
rename from en/manual/get-started/media/game-editor-scene.jpg
rename to en/manual/media/game-editor-scene.jpg
diff --git a/en/manual/physics/physics-queries/overlaps.md b/en/manual/physics/physics-queries/overlaps.md
index c25cb9a3a..36adb9365 100644
--- a/en/manual/physics/physics-queries/overlaps.md
+++ b/en/manual/physics/physics-queries/overlaps.md
@@ -105,9 +105,12 @@ public bool CheckGrounded(BodyComponent body)
// Checking every layer except the one the player is on
var mask = ~body.CollisionLayer.ToMask();
- Stack buffer = stackalloc CollidableStack[1];
+ Span buffer = stackalloc CollidableStack[1];
// If there are any collisions under the player, the player is on the ground
- return sim.Overlap(sphere, pose, buffer, mask).Any();
+ foreach (var item in sim.Overlap(sphere, pose, buffer, mask))
+ return true;
+
+ return false;
}
```
diff --git a/en/manual/requirements/index.md b/en/manual/requirements/index.md
new file mode 100644
index 000000000..7ccb922c7
--- /dev/null
+++ b/en/manual/requirements/index.md
@@ -0,0 +1,3 @@
+---
+redirect_url: ../install-and-update/requirements.html
+---
diff --git a/en/manual/scripts/use-a-script.md b/en/manual/scripts/use-a-script.md
index 280ce5033..2d0898e0c 100644
--- a/en/manual/scripts/use-a-script.md
+++ b/en/manual/scripts/use-a-script.md
@@ -21,7 +21,7 @@ This method automatically creates a new entity that contains the script.
1. In the **solution explorer** (in the bottom left by default), select the assembly that contains your script. Game Studio shows your script in the **asset view**.
- 
+ 
2. Drag the script from the asset view to the **entity tree**.
@@ -35,7 +35,7 @@ Game Studio adds an entity to your scene, with the script as a component on the
2. In the **solution explorer** (in the bottom left by default), select the assembly that contains your script. Game Studio shows your script in the **asset view**.
- 
+ 
3. Drag the script from the **asset view** to the **property grid**.
diff --git a/en/manual/stride-launcher/index.md b/en/manual/stride-launcher/index.md
index cead8e4e0..616bef13f 100644
--- a/en/manual/stride-launcher/index.md
+++ b/en/manual/stride-launcher/index.md
@@ -4,7 +4,7 @@
With the **Stride launcher**, you can install, manage and run different versions of Stride.
-
+
## Install the latest Stride version
@@ -34,7 +34,7 @@ To choose which version of Stride runs, select it in the list under **Switch/upd
You can install and uninstall multiple versions of Stride from the **Switch/update version** section.
-
+
You might need to use an older version of Stride to work with old projects. Newer versions of Stride might contain changes that require old projects to be upgraded.
diff --git a/en/manual/get-started/media/stride-launcher-interface.webp b/en/manual/stride-launcher/media/stride-launcher-interface.webp
similarity index 100%
rename from en/manual/get-started/media/stride-launcher-interface.webp
rename to en/manual/stride-launcher/media/stride-launcher-interface.webp
diff --git a/en/manual/get-started/media/stride-launcher-various-versions.webp b/en/manual/stride-launcher/media/stride-launcher-various-versions.webp
similarity index 100%
rename from en/manual/get-started/media/stride-launcher-various-versions.webp
rename to en/manual/stride-launcher/media/stride-launcher-various-versions.webp
diff --git a/en/manual/get-started/media/installing-vs-build-tools.webp b/en/manual/troubleshooting/media/installing-vs-build-tools.webp
similarity index 100%
rename from en/manual/get-started/media/installing-vs-build-tools.webp
rename to en/manual/troubleshooting/media/installing-vs-build-tools.webp
diff --git a/en/manual/troubleshooting/stride-doesnt-run.md b/en/manual/troubleshooting/stride-doesnt-run.md
index bc13e2d9b..d2403eefa 100644
--- a/en/manual/troubleshooting/stride-doesnt-run.md
+++ b/en/manual/troubleshooting/stride-doesnt-run.md
@@ -54,7 +54,7 @@ You need to have the following workloads and/or components installed:
> [!NOTE]
> If you don't need Visual Studio, don't worry – it doesn't install it.
-> 
+> 
## See also