diff --git a/en/manual/get-started/key-concepts.md b/en/manual/get-started/key-concepts.md index eb0ed0ef1..a0a4cbd2e 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.md). +For more information, read [types of script](../scripts/types-of-script/index.md). ## Assets and resources diff --git a/en/manual/get-started/launch-a-game.md b/en/manual/get-started/launch-a-game.md index fdac3ab59..05b11e492 100644 --- a/en/manual/get-started/launch-a-game.md +++ b/en/manual/get-started/launch-a-game.md @@ -28,7 +28,7 @@ This page explains how to launch your game using Game Studio or Visual Studio. ## Launch a game from Visual Studio -1. In Game Studio, in the toolbar, click ![Open in IDE](media/launch-your-game-ide-icon.webp) (**Open in IDE**) to launch Visual Studio. +1. In Game Studio, in the toolbar, click ![Open in IDE](media/launch-your-game-IDE-icon.webp) (**Open in IDE**) to launch Visual Studio. 2. In the Visual Studio toolbar, set the appropriate project as the startup project. diff --git a/en/manual/glossary/index.md b/en/manual/glossary/index.md index 13b25821b..a5a266bb2 100644 --- a/en/manual/glossary/index.md +++ b/en/manual/glossary/index.md @@ -176,7 +176,7 @@ ## Scripting terms -- [Asynchronous script](../scripts/types-of-script.md): Runs a task-like Execute method; can await operations and return to the main thread with `await Script.NextFrame()`. +- [Asynchronous script](../scripts/types-of-script/async-script.md): Runs a task-like Execute method; can await operations and return to the main thread with `await Script.NextFrame()`. - [Best practices](../scripts/best-practice.md): Recommended coding patterns for Stride projects. - [Camera controller](../../tutorials/csharpintermediate/third-person-camera.md): A script enabling camera movement using input. - [Content.Load](../scripts/create-a-model-from-code.md): Load assets at runtime via the content system. @@ -188,9 +188,9 @@ - [Public properties and fields](../scripts/public-properties-and-fields.md): Expose script fields to the editor. - [SceneSystem.SceneInstance.RootScene](../scripts/create-a-model-from-code.md): Access the active scene instance. - [Scheduling and priorities](../scripts/scheduling-and-priorities.md): Control script execution order and timing. -- [Startup script](../scripts/types-of-script.md): Runs when added/removed at runtime; used to initialize or tear down game elements. -- [Synchronous script](../scripts/types-of-script.md): Has an Update method that runs every frame on the main thread. -- [Update method](../scripts/types-of-script.md#synchronous-scripts): A callback that runs every frame to update game logic. +- [Startup script](../scripts/types-of-script/startup-script.md): Runs when added/removed at runtime; used to initialize or tear down game elements. +- [Synchronous script](../scripts/types-of-script/sync-script.md): Has an Update method that runs every frame on the main thread. +- [Update method](../scripts/types-of-script/sync-script.md#update): A callback that runs every frame to update game logic. ## Sprites terms @@ -210,4 +210,4 @@ - [Enable VR](../virtual-reality/enable-vr.md): Enable VR support for your project. - [Overlays](../virtual-reality/overlays.md): Display UI or HUDs in VR using overlays. -- [Preview a scene in VR](../virtual-reality/preview-a-scene-in-vr.md): Test your scene with a VR headset. \ No newline at end of file +- [Preview a scene in VR](../virtual-reality/preview-a-scene-in-vr.md): Test your scene with a VR headset. diff --git a/en/manual/graphics/effects-and-shaders/custom-shaders.md b/en/manual/graphics/effects-and-shaders/custom-shaders.md index a791e516a..bdf2d3079 100644 --- a/en/manual/graphics/effects-and-shaders/custom-shaders.md +++ b/en/manual/graphics/effects-and-shaders/custom-shaders.md @@ -15,7 +15,7 @@ You can also use custom shaders to create custom post effects. For more informat 1. Make sure you have the [Stride Visual Studio extension](../../get-started/visual-studio-extension.md) installed. This is necessary to convert the shader files from SDSL ([Stride shading language](index.md)) to `.cs` files. -2. In Game Studio, in the toolbar, click ![Open in IDE](../../get-started/media/launch-your-game-ide-icon.webp) (**Open in IDE**) to open your project in Visual Studio. +2. In Game Studio, in the toolbar, click ![Open in IDE](../../get-started/media/launch-your-game-IDE-icon.webp) (**Open in IDE**) to open your project in Visual Studio. 3. In the Visual Studio **Solution Explorer**, right-click the project (eg *MyGame.Game*) and select **Add > New item**. diff --git a/en/manual/graphics/post-effects/color-transforms/custom-color-transforms.md b/en/manual/graphics/post-effects/color-transforms/custom-color-transforms.md index f330b7bb7..9d2b27a3b 100644 --- a/en/manual/graphics/post-effects/color-transforms/custom-color-transforms.md +++ b/en/manual/graphics/post-effects/color-transforms/custom-color-transforms.md @@ -16,7 +16,7 @@ To create a custom color transform, you need to write two files: an effect shade 1. Make sure you have the [Stride Visual Studio extension](../../../get-started/visual-studio-extension.md) installed. This is necessary to convert the shader files from SDSL ([Stride shading language](../../effects-and-shaders/shading-language/index.md)) to `.cs` files. -2. In Game Studio, in the toolbar, click ![Open in IDE](../../../get-started/media/launch-your-game-ide-icon.webp) (**Open in IDE**) to open your project in Visual Studio. +2. In Game Studio, in the toolbar, click ![Open in IDE](../../../get-started/media/launch-your-game-IDE-icon.webp) (**Open in IDE**) to open your project in Visual Studio. 3. In the Visual Studio **Solution Explorer**, right-click the project (eg *MyGame.Game*) and select **New item**. @@ -154,4 +154,4 @@ To create a custom color transform, you need to write two files: an effect shade * [Graphics compositor](../../graphics-compositor/index.md) * [Post effects](../index.md) * [Color transforms](index.md) -* [Stride Visual Studio extension](../../../get-started/visual-studio-extension.md) \ No newline at end of file +* [Stride Visual Studio extension](../../../get-started/visual-studio-extension.md) diff --git a/en/manual/graphics/window-configuration.md b/en/manual/graphics/window-configuration.md index aa33b885c..c94c6f26a 100644 --- a/en/manual/graphics/window-configuration.md +++ b/en/manual/graphics/window-configuration.md @@ -2,9 +2,9 @@ Beginner -Properties of the game's window can be controled through code. +Properties of the game's window can be controlled through code. -Currently, this cannot be configured in Game Studio, so a simple alternative is to have a [`Startup Script`](../scripts/types-of-script#startup-scripts) in the root scene of your project, that changes values of `Game.Window`. +Currently, this cannot be configured in Game Studio, so a simple alternative is to have a [`Startup Script`](../scripts/types-of-script/startup-script.md) in the root scene of your project, that changes values of `Game.Window`. > [!Note] > The best solution would be to change these properties before the window is opened, by overriding the `Game` class, but this is outside of the scope of this page. @@ -121,4 +121,4 @@ var hasFocus = Game.Window.IsFocused; // True when the window is minimized var minimized = Game.Window.IsMinimized; -``` \ No newline at end of file +``` diff --git a/en/manual/index.md b/en/manual/index.md index 14b203052..0c69b0cb6 100644 --- a/en/manual/index.md +++ b/en/manual/index.md @@ -33,15 +33,11 @@ To edit any page of this manual, click the **Edit this page** link at the bottom - 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.md) - Asynchronous script example improved + - 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 - - New [Scripts - Serialization](scripts/serialization.md) - Explanation of serialization - - Updated [Scripts - Public properties and fields](scripts/public-properties-and-fields.md) - Content improvements and additions - - New [Engine - Entity Component model - Usage](engine/entity-component-system/usage.md) - Explanation of ECS usage - - Updated [Engine - Entity Component model](engine/entity-component-system/index.md) - Content improvements - - Updated [Stride for Unity® developers](stride-for-unity-developers/index.md) - Content improvements + - 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/install-and-update/install-stride.md b/en/manual/install-and-update/install-stride.md index b00a28765..3389eff2b 100644 --- a/en/manual/install-and-update/install-stride.md +++ b/en/manual/install-and-update/install-stride.md @@ -27,7 +27,7 @@ If you're interested in **building the Stride engine from source** or **contribu Click **Yes** to install the latest version. -5. (Optional) The Stride Launcher asks if you want to install the Visual Studio integration. Installing it isn't mandatory and it can be done later with the launcher. For more information, visit [this section](#visual-studio-integration). +5. (Optional) The Stride Launcher asks if you want to install the Visual Studio integration. Installing it isn't mandatory and it can be done later with the launcher. For more information, visit [this section](#stride-extension). ![Install Visual Studio integration](media/install-VS-plug-in-prompt.webp) diff --git a/en/manual/particles/index.md b/en/manual/particles/index.md index 9e2f5f0f3..aa621e763 100644 --- a/en/manual/particles/index.md +++ b/en/manual/particles/index.md @@ -2,7 +2,7 @@ **Particles** are shapes that, used in large numbers, create pseudo-3D effects. You can use particles to create effects such as liquid, fire, explosions, smoke, lightning, motion trails, magic effects, and so on. -![Particles](media/particles.png) +![Particles](media/Particles.png) ## In this section @@ -27,4 +27,4 @@ To see some examples of particles implemented in a project, create a new **Sample: Particles** project and check out the different scenes. -![Particles sample project](media/select-particles-sample-project.png) \ No newline at end of file +![Particles sample project](media/select-particles-sample-project.png) diff --git a/en/manual/platforms/ios.md b/en/manual/platforms/ios.md index d214b9d5e..ad0009100 100644 --- a/en/manual/platforms/ios.md +++ b/en/manual/platforms/ios.md @@ -19,7 +19,7 @@ To deploy your game on iOS devices, you need to connect the device to a Mac with 4. Open your solution in Visual Studio. >[!Tip] - >To open your project in Visual Studio from Game Studio, in the Game Studio toolbar, click ![Open in IDE](../scripts/media/launch-your-game-ide-icon.png) (**Open in IDE**). + >To open your project in Visual Studio from Game Studio, in the Game Studio toolbar, click ![Open in IDE](../scripts/media/launch-your-game-IDE-icon.png) (**Open in IDE**). 5. In the Visual Studio toolbar, click ![Xamarin button](media/xamarin-button.png). @@ -106,4 +106,4 @@ Ideally, this creates all the shader permutations remotely, so you don't need to ## See also * [iOs in the Xamarin documentation](https://developer.xamarin.com/guides/ios/) -* [Compile shaders](../graphics/effects-and-shaders/compile-shaders.md) \ No newline at end of file +* [Compile shaders](../graphics/effects-and-shaders/compile-shaders.md) diff --git a/en/manual/scripts/create-a-script.md b/en/manual/scripts/create-a-script.md index 5aa47de12..432dccfff 100644 --- a/en/manual/scripts/create-a-script.md +++ b/en/manual/scripts/create-a-script.md @@ -12,7 +12,7 @@ You can create scripts using Game Studio or an IDE such as Visual Studio. ![Select script type window](media/create-a-script-script-asset-selection.png) >[!Note] - >For information about different types of script, see [Types of script](types-of-script.md). + >For information about different types of script, see [Types of script](types-of-script/index.md). The **New script** dialog opens. @@ -128,10 +128,10 @@ You can see the script in the **Asset View**. ## See also * [Best Practice](best-practice.md) -* [Types of script](types-of-script.md) +* [Types of script](types-of-script/index.md) * [Use a script](use-a-script.md) * [Public properties and fields](public-properties-and-fields.md) * [Scheduling and priorities](scheduling-and-priorities.md) * [Events](events.md) * [Debugging](debugging.md) -* [Preprocessor variables](preprocessor-variables.md) \ No newline at end of file +* [Preprocessor variables](preprocessor-variables.md) diff --git a/en/manual/scripts/debugging.md b/en/manual/scripts/debugging.md index fed6c4ebb..ab2cdb5f7 100644 --- a/en/manual/scripts/debugging.md +++ b/en/manual/scripts/debugging.md @@ -11,7 +11,7 @@ If your script isn't producing the expected result at runtime, you can debug it 1. Open the script in Visual Studio. >[!Tip] - >To open your project in Visual Studio from Game Studio, in the Game Studio toolbar, click ![Open in IDE](media/launch-your-game-ide-icon.png) (**Open in IDE**). + >To open your project in Visual Studio from Game Studio, in the Game Studio toolbar, click ![Open in IDE](media/launch-your-game-IDE-icon.png) (**Open in IDE**). 2. Press **F9** to add a break point at the required places. @@ -33,10 +33,10 @@ For more information about debugging in Visual Studio, see the [MSDN documentati ## See also * [Debugging in Visual Studio (MSDN documentation)](https://msdn.microsoft.com/en-us/library/sc65sadd.aspx) -* [Types of script](types-of-script.md) +* [Types of script](types-of-script/index.md) * [Create a script](create-a-script.md) * [Use a script](use-a-script.md) * [Public properties and fields](public-properties-and-fields.md) * [Scheduling and priorities](scheduling-and-priorities.md) * [Events](events.md) -* [Preprocessor variables](preprocessor-variables.md) \ No newline at end of file +* [Preprocessor variables](preprocessor-variables.md) diff --git a/en/manual/scripts/events.md b/en/manual/scripts/events.md index d2c4fc522..ffc6191d6 100644 --- a/en/manual/scripts/events.md +++ b/en/manual/scripts/events.md @@ -58,7 +58,7 @@ string asyncData = await gameOverListenerWithData.ReceiveAsync(); ## See also * [Best Practice](best-practice.md) -* [Types of script](types-of-script.md) +* [Types of script](types-of-script/index.md) * [Create a script](create-a-script.md) * [Use a script](use-a-script.md) * [Public properties and fields](public-properties-and-fields.md) diff --git a/en/manual/scripts/index.md b/en/manual/scripts/index.md index 7958cb167..f9118584e 100644 --- a/en/manual/scripts/index.md +++ b/en/manual/scripts/index.md @@ -31,7 +31,7 @@ You can still use standard C# classes in Stride, but these aren't called scripts ## In this section -* [Types of script](types-of-script.md) +* [Types of script](types-of-script/index.md) * [Create a script](create-a-script.md) * [Use a script](use-a-script.md) * [Public properties and fields](public-properties-and-fields.md) @@ -42,4 +42,4 @@ You can still use standard C# classes in Stride, but these aren't called scripts * [Create a model from code](create-a-model-from-code.md) * [Create Gizmos for your components](gizmos.md) * [Create Custom Assets](custom-assets.md) -* [Best Practice](best-practice.md) \ No newline at end of file +* [Best Practice](best-practice.md) diff --git a/en/manual/scripts/preprocessor-variables.md b/en/manual/scripts/preprocessor-variables.md index 9d361ba61..c97a6c02f 100644 --- a/en/manual/scripts/preprocessor-variables.md +++ b/en/manual/scripts/preprocessor-variables.md @@ -46,7 +46,7 @@ If you're developing for multiple platforms, you often need to write custom code ## See also * [Platforms](../platforms/index.md) -* [Types of script](types-of-script.md) +* [Types of script](types-of-script/index.md) * [Create a script](create-a-script.md) * [Use a script](use-a-script.md) * [Public properties and fields](public-properties-and-fields.md) diff --git a/en/manual/scripts/public-properties-and-fields.md b/en/manual/scripts/public-properties-and-fields.md index a7c026e73..2a10eab87 100644 --- a/en/manual/scripts/public-properties-and-fields.md +++ b/en/manual/scripts/public-properties-and-fields.md @@ -121,10 +121,10 @@ The [`MemberRequiredAttribute`](xref:Stride.Core.Annotations.MemberRequiredAttri ## See also * [Serialization](serialization.md) -* [Types of script](types-of-script.md) +* [Types of script](types-of-script/index.md) * [Create a script](create-a-script.md) * [Use a script](use-a-script.md) * [Scheduling and priorities](scheduling-and-priorities.md) * [Events](events.md) * [Debugging](debugging.md) -* [Preprocessor variables](preprocessor-variables.md) \ No newline at end of file +* [Preprocessor variables](preprocessor-variables.md) diff --git a/en/manual/scripts/scheduling-and-priorities.md b/en/manual/scripts/scheduling-and-priorities.md index 21799c258..a95d95b43 100644 --- a/en/manual/scripts/scheduling-and-priorities.md +++ b/en/manual/scripts/scheduling-and-priorities.md @@ -5,7 +5,7 @@ Stride doesn't run scripts simultaneously; they run one at a time. Where scripts depend on each other, you should make sure they run in the correct order by giving them priorities. -Priorities apply to all kinds of scripts. This means that, for example, [synchronous and asynchronous scripts](types-of-script.md) don't have separate priority lists. They both join the same queue. +Priorities apply to all kinds of scripts. This means that, for example, [synchronous and asynchronous scripts](types-of-script/index.md) don't have separate priority lists. They both join the same queue. Scripts with lower priority numbers have higher priorities. For example, a script with priority 1 runs before a script with priority 2, and a script with priority -1 runs before a script with priority 1. By default, scripts have a priority of 0. @@ -26,10 +26,10 @@ Priorities aren't set in the scripts themselves. Instead, they're set in the scr ## See also -* [Types of script](types-of-script.md) +* [Types of script](types-of-script/index.md) * [Create a script](create-a-script.md) * [Use a script](use-a-script.md) * [Public properties and fields](public-properties-and-fields.md) * [Events](events.md) * [Debugging](debugging.md) -* [Preprocessor variables](preprocessor-variables.md) \ No newline at end of file +* [Preprocessor variables](preprocessor-variables.md) diff --git a/en/manual/scripts/types-of-script/index.md b/en/manual/scripts/types-of-script/index.md index 156739d1b..6bfd8d68a 100644 --- a/en/manual/scripts/types-of-script/index.md +++ b/en/manual/scripts/types-of-script/index.md @@ -50,7 +50,7 @@ For more information check out the [sync script page](./sync-script.md). Asynchronous scripts are initialized only once, then canceled when removed from the scene. * Asynchronous code goes in the [Execute](./async-script.md#execute) function. -* Code performing the cancellation goes in the [Cancel](./async-script#cancel) method. +* Code performing the cancellation goes in the [Cancel](./async-script.md#cancel) method. The following script performs actions that depend on events and triggers: @@ -68,10 +68,10 @@ For more information check out the [async script page](./async-script.md). ## See also -* [Create a script](create-a-script.md) -* [Use a script](use-a-script.md) -* [Public properties and fields](public-properties-and-fields.md) -* [Scheduling and priorities](scheduling-and-priorities.md) -* [Events](events.md) -* [Debugging](debugging.md) -* [Preprocessor variables](preprocessor-variables.md) +* [Create a script](../create-a-script.md) +* [Use a script](../use-a-script.md) +* [Public properties and fields](../public-properties-and-fields.md) +* [Scheduling and priorities](../scheduling-and-priorities.md) +* [Events](../events.md) +* [Debugging](../debugging.md) +* [Preprocessor variables](../preprocessor-variables.md) diff --git a/en/manual/scripts/use-a-script.md b/en/manual/scripts/use-a-script.md index 8e095b515..280ce5033 100644 --- a/en/manual/scripts/use-a-script.md +++ b/en/manual/scripts/use-a-script.md @@ -78,7 +78,7 @@ myEntity.Add(new myAsyncScript()); ## See also -* [Types of script](types-of-script.md) +* [Types of script](types-of-script/index.md) * [Create a script](create-a-script.md) * [Public properties and fields](public-properties-and-fields.md) * [Scheduling and priorities](scheduling-and-priorities.md) diff --git a/en/manual/stride-for-unity-developers/index.md b/en/manual/stride-for-unity-developers/index.md index b1964bf13..8e2ed3538 100644 --- a/en/manual/stride-for-unity-developers/index.md +++ b/en/manual/stride-for-unity-developers/index.md @@ -522,7 +522,7 @@ Alternatively, right-click the script in the **Asset View** and click **Open ass In Unity®, you work with MonoBehaviours using Start(), Update(), and other methods. -Instead of MonoBehaviours, Stride has three types of scripts: SyncScript, AsyncScript, and StartupScript. For more information, see [Types of script](../scripts/types-of-script.md). +Instead of MonoBehaviours, Stride has three types of scripts: SyncScript, AsyncScript, and StartupScript. For more information, see [Types of script](../scripts/types-of-script/index.md). ### Unity® MonoBehaviour @@ -809,4 +809,4 @@ Unity® is a trademark of Unity Technologies. ## See also -* [Best Practice](../scripts/best-practice.md) \ No newline at end of file +* [Best Practice](../scripts/best-practice.md) diff --git a/en/manual/stride-launcher/index.md b/en/manual/stride-launcher/index.md index 1276f27fa..cead8e4e0 100644 --- a/en/manual/stride-launcher/index.md +++ b/en/manual/stride-launcher/index.md @@ -10,7 +10,7 @@ With the **Stride launcher**, you can install, manage and run different versions If you don't have Stride installed, the Stride Launcher prompts you to install the latest version. -![No version installed](../get-started/media/stride-launcher-install-latest-version-prompt.webp) +![No version installed](../install-and-update/media/stride-launcher-install-latest-version-prompt.webp) You can install other versions of Stride in the **Switch/update version** section (**2**). To do this, click the **install** icon next to the version in the list. @@ -18,7 +18,7 @@ You can install other versions of Stride in the **Switch/update version** sectio If you choose to install the latest version of Stride, the Stride Launcher asks if you want to install the Visual Studio extension. -![Install Visual Studio integration](../get-started/media/install-VS-plug-in-prompt.webp) +![Install Visual Studio integration](../install-and-update/media/install-VS-plug-in-prompt.webp) The Visual Studio extension lets you edit shaders directly from Visual Studio, and provides syntax highlighting, live code analysis with validation, error checking, and navigation (jump to definition). Installing the extension isn't mandatory, but we recommend it. @@ -76,4 +76,4 @@ To open a project with a more recent version of Stride: 2. Select the Stride version you want to open the project with. Game Studio prompts you to upgrade the project when it opens. >[!Note] ->After you update a project to use a newer version of Stride, you might need to make manual changes to get it to work. **Make sure you back up the project and all its related files before you upgrade it.** \ No newline at end of file +>After you update a project to use a newer version of Stride, you might need to make manual changes to get it to work. **Make sure you back up the project and all its related files before you upgrade it.** diff --git a/en/manual/troubleshooting/index.md b/en/manual/troubleshooting/index.md index 1ef2c1571..8ca3b2a17 100644 --- a/en/manual/troubleshooting/index.md +++ b/en/manual/troubleshooting/index.md @@ -2,7 +2,7 @@ These pages describe how to fix problems with Stride. -![Troubleshooting](media/troubleshooting.png) +![Troubleshooting](media/Troubleshooting.png) * [Logging](logging.md) * [Debug text](debug-text.md) @@ -14,4 +14,4 @@ These pages describe how to fix problems with Stride. * [Full call stack not available](full-call-stack-not-available.md) * [SceneCameraRenderer error](error-a-scenecamerarenderer-in-use-has-no-camera-set.md) * [Unable to resolve Stride.GameStudio](unable-to-resolve-stride-game-studio.md) -* [The Launcher is showing only 3.x version](unable-to-resolve-stride-game-studio.md) \ No newline at end of file +* [The Launcher is showing only 3.x version](unable-to-resolve-stride-game-studio.md) diff --git a/en/manual/troubleshooting/stride-doesnt-run.md b/en/manual/troubleshooting/stride-doesnt-run.md index 147de4c5e..bc13e2d9b 100644 --- a/en/manual/troubleshooting/stride-doesnt-run.md +++ b/en/manual/troubleshooting/stride-doesnt-run.md @@ -58,4 +58,4 @@ You need to have the following workloads and/or components installed: ## See also -* [Install Stride](../get-started/install-stride.md) +* [Install Stride](../install-and-update/install-stride.md) diff --git a/en/manual/ui/add-a-ui-to-a-scene.md b/en/manual/ui/add-a-ui-to-a-scene.md index d7e21f0f3..b94e2abaa 100644 --- a/en/manual/ui/add-a-ui-to-a-scene.md +++ b/en/manual/ui/add-a-ui-to-a-scene.md @@ -100,4 +100,4 @@ For an example of a UI implemented in Stride, see the **game menu UI** sample in * [UI libraries](ui-libraries.md) * [UI editor](ui-editor.md) * [Layout system](layout-system.md) -* [VR — Display a UI in an overlay](../virtual-reality/display-a-ui-in-an-overlay.md) \ No newline at end of file +* [VR — Display a UI in an overlay](../virtual-reality/display-a-UI-in-an-overlay.md) diff --git a/en/manual/ui/index.md b/en/manual/ui/index.md index cb79a4ea3..7cf9f5483 100644 --- a/en/manual/ui/index.md +++ b/en/manual/ui/index.md @@ -49,4 +49,4 @@ For an example of a UI implemented in Stride, see the **game menu UI** sample in ## See also -* [VR — Display a UI in an overlay](../virtual-reality/display-a-ui-in-an-overlay.md) \ No newline at end of file +* [VR — Display a UI in an overlay](../virtual-reality/display-a-UI-in-an-overlay.md) diff --git a/en/manual/ui/ui-libraries.md b/en/manual/ui/ui-libraries.md index a318f043c..52d66fa14 100644 --- a/en/manual/ui/ui-libraries.md +++ b/en/manual/ui/ui-libraries.md @@ -4,7 +4,7 @@ Artist Designer -**UI libraries** contain **UI elements** such as grids, buttons, sliders and so on that you can use and re-use in your [UI pages](UI-pages.md). +**UI libraries** contain **UI elements** such as grids, buttons, sliders and so on that you can use and re-use in your [UI pages](ui-pages.md). Stride projects include a **standard library** of UI elements. You can create your own libraries of custom elements too.