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2 changes: 1 addition & 1 deletion en/manual/get-started/key-concepts.md
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Expand Up @@ -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

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2 changes: 1 addition & 1 deletion en/manual/get-started/launch-a-game.md
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Expand Up @@ -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.

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10 changes: 5 additions & 5 deletions en/manual/glossary/index.md
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Expand Up @@ -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<T>](../scripts/create-a-model-from-code.md): Load assets at runtime via the content system.
Expand All @@ -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

Expand All @@ -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.
- [Preview a scene in VR](../virtual-reality/preview-a-scene-in-vr.md): Test your scene with a VR headset.
2 changes: 1 addition & 1 deletion en/manual/graphics/effects-and-shaders/custom-shaders.md
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Expand Up @@ -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**.

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Expand Up @@ -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**.

Expand Down Expand Up @@ -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)
* [Stride Visual Studio extension](../../../get-started/visual-studio-extension.md)
6 changes: 3 additions & 3 deletions en/manual/graphics/window-configuration.md
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Expand Up @@ -2,9 +2,9 @@

<span class="badge text-bg-primary">Beginner</span>

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.
Expand Down Expand Up @@ -121,4 +121,4 @@ var hasFocus = Game.Window.IsFocused;

// True when the window is minimized
var minimized = Game.Window.IsMinimized;
```
```
8 changes: 2 additions & 6 deletions en/manual/index.md
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Expand Up @@ -33,15 +33,11 @@ To edit any page of this manual, click the **Edit this page** link at the bottom
- <span class="badge text-bg-success">New</span> [Physics](physics/index.md) - Bepu Physics docs added
- <span class="badge text-bg-info">Updated</span> [Bullet Physics](physics-bullet/index.md) - Bullet Physics docs moved
- <span class="badge text-bg-info">Updated</span> [Files and Folders](files-and-folders/distribute-a-game.md) - Game distribution steps updated
- <span class="badge text-bg-info">Updated</span> [Scripts - Types of script](scripts/types-of-script.md) - Asynchronous script example improved
- <span class="badge text-bg-info">Updated</span> [Scripts - Types of script](scripts/types-of-script/index.md) - Asynchronous script example improved
- <span class="badge text-bg-success">New</span> [Scripts - Gizmos](scripts/gizmos.md) - Description and example of the Flexible Processing system
- <span class="badge text-bg-success">New</span> [ECS - Flexible Processing](engine/entity-component-system/flexible-processing.md) - Description and example of the Flexible Processing system
- <span class="badge text-bg-info">Updated</span> [Linux - Setup and requirements](platforms/linux/setup-and-requirements.md) - Fedora OS option added
- <span class="badge text-bg-success">New</span> [Scripts - Serialization](scripts/serialization.md) - Explanation of serialization
- <span class="badge text-bg-info">Updated</span> [Scripts - Public properties and fields](scripts/public-properties-and-fields.md) - Content improvements and additions
- <span class="badge text-bg-success">New</span> [Engine - Entity Component model - Usage](engine/entity-component-system/usage.md) - Explanation of ECS usage
- <span class="badge text-bg-info">Updated</span> [Engine - Entity Component model](engine/entity-component-system/index.md) - Content improvements
- <span class="badge text-bg-info">Updated</span> [Stride for Unity® developers](stride-for-unity-developers/index.md) - Content improvements

- Tutorials
- <span class="badge text-bg-info">Updated</span> [Tutorials](../tutorials/index.md) - Quick Tutorials section added
- <span class="badge text-bg-info">Updated</span> [Tutorials](../tutorials/index.md) - Added lesson counts and total length
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2 changes: 1 addition & 1 deletion en/manual/install-and-update/install-stride.md
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Expand Up @@ -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)

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4 changes: 2 additions & 2 deletions en/manual/particles/index.md
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Expand Up @@ -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

Expand All @@ -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)
![Particles sample project](media/select-particles-sample-project.png)
4 changes: 2 additions & 2 deletions en/manual/platforms/ios.md
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Expand Up @@ -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).

Expand Down Expand Up @@ -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)
* [Compile shaders](../graphics/effects-and-shaders/compile-shaders.md)
6 changes: 3 additions & 3 deletions en/manual/scripts/create-a-script.md
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Expand Up @@ -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.

Expand Down Expand Up @@ -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)
* [Preprocessor variables](preprocessor-variables.md)
6 changes: 3 additions & 3 deletions en/manual/scripts/debugging.md
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Expand Up @@ -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.

Expand All @@ -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)
* [Preprocessor variables](preprocessor-variables.md)
2 changes: 1 addition & 1 deletion en/manual/scripts/events.md
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Expand Up @@ -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)
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4 changes: 2 additions & 2 deletions en/manual/scripts/index.md
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Expand Up @@ -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)
Expand All @@ -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)
* [Best Practice](best-practice.md)
2 changes: 1 addition & 1 deletion en/manual/scripts/preprocessor-variables.md
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Expand Up @@ -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)
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4 changes: 2 additions & 2 deletions en/manual/scripts/public-properties-and-fields.md
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Expand Up @@ -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)
* [Preprocessor variables](preprocessor-variables.md)
6 changes: 3 additions & 3 deletions en/manual/scripts/scheduling-and-priorities.md
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Expand Up @@ -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.

Expand All @@ -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)
* [Preprocessor variables](preprocessor-variables.md)
16 changes: 8 additions & 8 deletions en/manual/scripts/types-of-script/index.md
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Expand Up @@ -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:

Expand All @@ -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)
2 changes: 1 addition & 1 deletion en/manual/scripts/use-a-script.md
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Expand Up @@ -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)
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4 changes: 2 additions & 2 deletions en/manual/stride-for-unity-developers/index.md
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Expand Up @@ -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

Expand Down Expand Up @@ -809,4 +809,4 @@ Unity® is a trademark of Unity Technologies.

## See also

* [Best Practice](../scripts/best-practice.md)
* [Best Practice](../scripts/best-practice.md)
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