diff --git a/en/includes/out-of-date-page.md b/en/includes/out-of-date-page.md new file mode 100644 index 000000000..b575746d7 --- /dev/null +++ b/en/includes/out-of-date-page.md @@ -0,0 +1,2 @@ +> [!WARNING] +> This page may be out of date and should only be used as a reference. diff --git a/en/includes/xplat-editor-notice.md b/en/includes/xplat-editor-notice.md new file mode 100644 index 000000000..6f46aefdb --- /dev/null +++ b/en/includes/xplat-editor-notice.md @@ -0,0 +1,2 @@ +> [!NOTE] +> **Game Studio** is being rewritten to be cross-platform. diff --git a/en/manual/files-and-folders/building-the-game/distributing.md b/en/manual/files-and-folders/building-the-game/distributing.md index bc4b96574..e8bf157e0 100644 --- a/en/manual/files-and-folders/building-the-game/distributing.md +++ b/en/manual/files-and-folders/building-the-game/distributing.md @@ -20,7 +20,6 @@ In order to run, Stride games require a user to have the following installed: * FreeType (for installation instructions, visit the [Linux page](../../platforms/linux/setup-and-requirements.md#freetype)) * OpenAL (for installation instructions, visit the [Linux page](../../platforms/linux/setup-and-requirements.md#openal)) * SDL2 (for installation instructions, visit the [Linux page](../../platforms/linux/setup-and-requirements.md#sdl2)) -* FreeImage (for installation instructions, visit the [Linux page](../../platforms/linux/setup-and-requirements.md#freeimage)) * Vulkan or OpenGL (depending on the graphics API used by your game) > [!NOTE] diff --git a/en/manual/game-studio/game-settings.md b/en/manual/game-studio/game-settings.md index b42e02d50..29a631dae 100644 --- a/en/manual/game-studio/game-settings.md +++ b/en/manual/game-studio/game-settings.md @@ -160,13 +160,13 @@ You can override settings for particular platforms, graphics APIs, and so on. Fo 1. With the **GameSettings** asset selected, in the **Property Grid**, under **Overrides**, click ![Green plus button](~/manual/game-studio/media/green-plus-icon.png) (**Add**). - ![Select graphics platform](../platforms/media/add-override.png) + ![Select graphics platform](/media/add-override.png) Game Studio adds an override. 2. In the new override, next to **Platforms**, select the platforms you want the override to apply to. You can select as many as you need. - ![Select graphics platform override](../platforms/media/select-override-platform.png) + ![Select graphics platform override](/media/select-override-platform.png) 3. **Optional**: If you want this override to apply only to a specific GPU platform, choose it from the **Specific filter** drop-down list. @@ -176,7 +176,7 @@ You can override settings for particular platforms, graphics APIs, and so on. Fo 4. In the **Configuration** drop-down menu, select the kind of setting you want to override (**Editor**, **Texture**, **Rendering** or **Physics**). - ![Select graphics platform override](../platforms/media/select-override-configuration.png) + ![Select graphics platform override](media/select-override-configuration.png) 5. Set the options you want to override. @@ -225,4 +225,4 @@ For more information, see [Splash screen](/splash-screen.md). ## See also -* [Assets](../game-studio/assets.md) \ No newline at end of file +* [Assets](../game-studio/assets.md) diff --git a/en/manual/platforms/media/add-override.png b/en/manual/game-studio/media/add-override.png similarity index 100% rename from en/manual/platforms/media/add-override.png rename to en/manual/game-studio/media/add-override.png diff --git a/en/manual/platforms/media/select-override-configuration.png b/en/manual/game-studio/media/select-override-configuration.png similarity index 100% rename from en/manual/platforms/media/select-override-configuration.png rename to en/manual/game-studio/media/select-override-configuration.png diff --git a/en/manual/platforms/media/select-override-platform.png b/en/manual/game-studio/media/select-override-platform.png similarity index 100% rename from en/manual/platforms/media/select-override-platform.png rename to en/manual/game-studio/media/select-override-platform.png diff --git a/en/manual/physics-bullet/colliders.md b/en/manual/physics-bullet/colliders.md index d94a0720d..0693fec33 100644 --- a/en/manual/physics-bullet/colliders.md +++ b/en/manual/physics-bullet/colliders.md @@ -77,7 +77,7 @@ To show or hide collider shapes at runtime with a keyboard shortcut, use the **D 3. In the Game Studio toolbar, click **Reload assemblies and update scripts**. - ![Reload assemblies](../platforms/media/reload-assemblies.png) + ![Reload assemblies](media/reload-assemblies.png) 4. Add the **Debug physics shapes** script as a component to an entity in the scene. It doesn't matter which entity. @@ -92,4 +92,4 @@ The script binds the collider shape visibility to **Left Shift + Left Ctrl + P** * [Rigidbodies](rigid-bodies.md) * [Kinematic rigidbodies](kinematic-rigid-bodies.md) * [Simulation](simulation.md) -* [Physics tutorials](tutorials.md) \ No newline at end of file +* [Physics tutorials](tutorials.md) diff --git a/en/manual/platforms/media/reload-assemblies.png b/en/manual/physics-bullet/media/reload-assemblies.png similarity index 100% rename from en/manual/platforms/media/reload-assemblies.png rename to en/manual/physics-bullet/media/reload-assemblies.png diff --git a/en/manual/platforms/add-or-remove-a-platform.md b/en/manual/platforms/add-or-remove-a-platform.md index 44fa40272..140b65b1e 100644 --- a/en/manual/platforms/add-or-remove-a-platform.md +++ b/en/manual/platforms/add-or-remove-a-platform.md @@ -2,24 +2,30 @@ Beginner -You can add and remove platforms to and from projects. +When creating a new game, Stride prompts you to select the platforms which you want to target. This can be changed after the fact. -1. In the **Solution Explorer** (default bottom left), right-click the project and select **Update package > Update platforms**. - - ![Update platforms](media/update-platforms.png) - - The **Select Platforms** dialog opens. - - ![Select platforms](media/select-platforms.png) +## Add or remove a platform -2. Select the platforms you want to support and click **OK**. +1. In the **Solution explorer**, locate the main [**project package**](../files-and-folders/project-packages/index.md). Typically it's the one that doesn't end with `.NameOfPlatform`. -3. Reload the assemblies by clicking the **Reload game assembles** button in the toolbar. - - ![Reload assemblies](media/reload-assemblies.png) + ![](media/solution-explorer-main-project-package.webp) -The supported platforms are updated. To refresh the platforms list in the toolbar, restart Game Studio. +2. Right click on it and select **Update package > Update platforms**. + + ![](media/solution-explorer-update-platforms.webp) + +3. Select which platforms you want to support and click **Ok**. + + ![](media/select-platforms.webp) + + Stride will then delete [platform packages](../files-and-folders/project-packages/index.md#platform-packages) for removed platforms and create new ones for the platforms that were added. + +4. Reload the assemblies by clicking the **reload game assemblies** button in the toolbar. + + ![](media/reload-assemblies.webp) ## See also -* [Platforms](index.md) \ No newline at end of file +* [Platforms](index.md) +* [Project packages](../files-and-folders/project-packages/index.md) +* [Project file structure](../files-and-folders/project-structure.md) diff --git a/en/manual/platforms/android/index.md b/en/manual/platforms/android/index.md new file mode 100644 index 000000000..00823be02 --- /dev/null +++ b/en/manual/platforms/android/index.md @@ -0,0 +1,7 @@ +# Android + +**Android** is a mobile operating system developed by [Google](https://about.google/) used by most smarthphones and tablets. + +## General support + +All of Stride's core features **should** work on Android. diff --git a/en/manual/platforms/index.md b/en/manual/platforms/index.md index b950dbf5a..8a156244c 100644 --- a/en/manual/platforms/index.md +++ b/en/manual/platforms/index.md @@ -2,51 +2,52 @@ ![Platforms](media/game-engine-system-requirements-intro-pic.png) -Stride is cross-platform game engine. This means you can create your game once, then compile and deploy it on all the platforms Stride supports. The engine converts C# and shaders to the different native languages, and abstracts the concepts that differ between platforms, so you don't have to adapt your code for each platform. +Stride is a cross-platform engine, which means that you can create a single game and publish it on multiple platforms. -## Supported platforms +## Supported development platforms -* Windows 7, 8, 10 -* Windows Universal Platform (UWP) -* [Linux](linux/index.md) -* Android 2.3 and later -* [iOS 8.0 and later](ios.md) - -> [!TIP] -> To check which platform your project uses, add a break point to your code (eg in a script), run the project, and check the [Platform.Type](xref:Stride.Core.Platform.Type) variable. - -## Supported graphics platforms - -* Direct3D 9 (limited support), 10, 11, 12 -* OpenGL 3, 4 -* OpenGL ES 2 (limited support), 3 -* Vulkan +| Name | Overall status | Editor | Building (without the editor) | [Code-only](https://stride3d.github.io/stride-community-toolkit/manual/code-only/index.html) | +| :-- | :-- | :-: | :-: | :-: | +| [Windows](windows/index.md) 10, 11 | Full support | 🟩 | 🟩 | 🟩 | +| [Linux](linux/index.md) | Partial support, read more [here](linux/index.md#development-support) | 🟥 | 🟩 | 🟩 | +| [MacOS](macos/index.md) | Partial support, read more [here](macos/index.md#development-support) | 🟥 | 🟩 | 🟩 | ->[!Note] ->Stride only supports MSAA (multisample anti-aliasing) for Direct3D 11 and later. ->Depending on your device's OpenGL shader compiler, Stride might not run with OpenGL ES2. +> [!NOTE] +> **Game Studio** (the editor) is being rewritten to be cross-platform. Currently however, it's not possible to use it outside of **Windows**. ->[!Warning] ->Direct3D 9 doesn't support HDR textures. Using HDR textures with DirextX 9 will crash your game. +## Supported target platforms -## Set the graphics platform +* [Windows](windows/index.md) 10, 11 +* [Linux](linux/index.md) +* [MacOS](macos/index.md) +* [Android](android/index.md) +* ⚠️ [iOS](ios/index.md) (untested) -You set the graphics platform in the **Game settings** asset under **Rendering settings > Target graphics platform**. +## Platform specific code -![Select graphics platform](media/change-graphics-platform.png) +Each platform has it's own [project package](../files-and-folders/project-packages/index.md) that contains the [entry point](../files-and-folders/project-packages/index.md#entry-point) and other code exclusive for that platform. -For more information, see [Set the graphics platform](set-the-graphics-platform.md). +Alternatively, you can check the current platform using [Platform.Type](xref:Stride.Core.Platform.Type). -## Preprocessor variables +```csharp +if (Platform.Type == PlatformType.Android) +{ + // This code will only be executed on Android +} +``` -Stride defines preprocessor variables if you want to write code that compiles only under a specific platform. For more information, see [Preprocessor variables](../scripts/preprocessor-variables.md). +> [!WARNING] +> Stride also sets [preprocessor variables](../scripts/preprocessor-variables.md) for some platforms, however, it's generally advised to avoid using them. ## In this section -* [Linux](linux/index.md) +* [Windows](windows/index.md) * [UWP](uwp/index.md) - * [Xbox Live](uwp/xbox-live.md) -* [iOS](ios.md) + * [Xbox Live](uwp/xbox-live.md) +* [Linux](linux/index.md) + * [Setup and requirements](linux/setup-and-requirements.md) +* [MacOS](macos/index.md) +* [Android](android/index.md) +* [iOS](ios/index.md) + * [Build guide](ios/build-guide.md) * [Add or remove a platform](add-or-remove-a-platform.md) -* [Set the graphics platform](set-the-graphics-platform.md) -* [Game settings](../game-studio/game-settings.md) \ No newline at end of file diff --git a/en/manual/platforms/ios.md b/en/manual/platforms/ios.md index ad0009100..ede02e30a 100644 --- a/en/manual/platforms/ios.md +++ b/en/manual/platforms/ios.md @@ -1,109 +1,3 @@ -# iOS - -To deploy your game on iOS devices, you need to connect the device to a Mac with Xamarin. - -1. Make sure Xamarin is installed on the PC and the Mac. For instructions about how to install and set up Xamarin, see the Xamarin documentation: - - * [Installing Xamarin in Visual Studio on Windows](https://developer.xamarin.com/guides/cross-platform/getting_started/installation/windows/) - - * [Connecting to Mac](https://developer.xamarin.com/guides/ios/getting_started/installation/windows/connecting-to-mac/) - -2. Make sure your iOS device is provisioned. For instructions, see [Device provisioning](https://developer.xamarin.com/guides/ios/getting_started/installation/device_provisioning/) in the Xamarin documentation. - -3. Make sure the iOS platform is added to your Stride project. To do this, in Game Studio, right-click the solution, select **Update package > Update Platforms**, and make sure **iOS** is selected. - - ![Add iOS](media/add-ios-platform.png) - - For more information about adding platforms in Game Studio, see [Add or remove a platform](add-or-remove-a-platform.md). - -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**). - -5. In the Visual Studio toolbar, click ![Xamarin button](media/xamarin-button.png). - - ![Connect to Xamarin](media/xamarin-button-in-toolbar.png) - - **Xamarin Agent** opens. - - ![Xamarin agent](media/xamarin-agent.png) - -6. Connect to the Mac via Xamarin. For instructions, see [Introduction to Xamarin iOS for Visual Studio](https://developer.xamarin.com/guides/ios/getting_started/installation/windows/introduction_to_xamarin_ios_for_visual_studio/) in the Xamarin documentation. - -7. In the **Solution Explorer**, right-click the project and select **Set as StartUp Project**. - - ![Set as startup](media/set-ios-as-startup-project.png) - -8. In the **Solution Platforms** menu, select **iPhone** to build on physical iOS devices (including iPad), or **iPhoneSimulator** to build for the simulator. The simulator emulates iOS devices on your machine, but has some drawbacks (see below). - - ![Solution platform](media/solution-platform.png) - -9. In the Visual Studio toolbar, select the iOs device you want to build for. - - ![Select device](media/select-ios-device-dropdown.png) - -10. From the **Solution Explorer**, open `info.plist`. - - ![Select info file](media/info-plist.png) - -11. If you want to create a release build, set the **bundle identifier**. This is a unique ID for your application. - - ![Select bundle ID](media/bundle-identifier.png) - -12. If you want to deploy on iPad, under **Targeted device family**, click ![Add device icon](media/add-device-icon.png). - - ![Added iPad](media/ipad-device-added.png) - -## Speed up builds on iOS devices - -It takes a long time to build on iOS devices. This is because: - -* the Mac needs to build code ahead of time (AOT) for the different devices - -* the Apple sandbox system doesn't let you update packages incrementally, so the Mac needs to completely redeploy the application on the device for every change - -To compile code more quickly, in the Solution Explorer, right-click the iOS project and select **Properties**. - -![Project properties](media/ios-project-properties.png) - -* Under **Linker Behavior**, select **Don't link**. -* Under **Supported Architectures**, select only the architecture of the debug device. -* Disable **Strip native debugging symbols**. -* Enable **incremental builds** (only code that changes from one execution to another is AOT) - -For more information, see [iOS Build Mechanics](https://developer.xamarin.com/guides/ios/advanced_topics/ios-build-mechanics/) in the Xamarin documentation. For information about profiling, see [Using instruments to detect native leaks using markheap]( -https://developer.xamarin.com/guides/ios/deployment,_testing,_and_metrics/using_instruments_to_detect_native_leaks_using_markheap). - -To make redeploying each time faster, make your debug packages as small as possible. - -* In Game Studio, reduce the **Size** of the [textures](../graphics/textures/index.md) in your project. - -* Remove unused assets. - -* Test your scenes one by one rather than loading them simultaneously. - -* Debug your application on the **iPhone simulator** instead of a real device. However, execution is slow on the simulator and it produces some rendering artifacts, so we don't recommend using it to debug real-time graphics. - -## Compile shaders on iOS - -As converting Stride shaders to OpenGL shaders on iPhone devices is slow, we recommend you convert them remotely (ie in Game Studio). - -Our recommended workflow is: - -1. Execute the app on Windows. This creates the shader permutations. - - ![New effects](../graphics/effects-and-shaders/media/new-effects-to-import.png) - -2. Import the new shaders in Game Studio. This generates an effect log. - - ![Effect log](../graphics/effects-and-shaders/media/effect-log.png) - -3. Save and run the game on iOS. - -Ideally, this creates all the shader permutations remotely, so you don't need to convert them on the device. However, new permutations might still occur due to differences such as supported screen resolutions. For more information, including information about how to compile shaders remotely on iOS, see [Compile shaders](../graphics/effects-and-shaders/compile-shaders.md). - -## See also - -* [iOs in the Xamarin documentation](https://developer.xamarin.com/guides/ios/) -* [Compile shaders](../graphics/effects-and-shaders/compile-shaders.md) +--- +redirect_url: ios/index.html +--- diff --git a/en/manual/platforms/ios/build-guide.md b/en/manual/platforms/ios/build-guide.md new file mode 100644 index 000000000..3d03d5c39 --- /dev/null +++ b/en/manual/platforms/ios/build-guide.md @@ -0,0 +1,111 @@ +# iOS + +[!INCLUDE [out-of-date-page](../../../includes/out-of-date-page.md)] + +To deploy your game on iOS devices, you need to connect the device to a Mac with Xamarin. + +1. Make sure Xamarin is installed on the PC and the Mac. For instructions about how to install and set up Xamarin, see the Xamarin documentation: + + * [Installing Xamarin in Visual Studio on Windows](https://developer.xamarin.com/guides/cross-platform/getting_started/installation/windows/) + + * [Connecting to Mac](https://developer.xamarin.com/guides/ios/getting_started/installation/windows/connecting-to-mac/) + +2. Make sure your iOS device is provisioned. For instructions, see [Device provisioning](https://developer.xamarin.com/guides/ios/getting_started/installation/device_provisioning/) in the Xamarin documentation. + +3. Make sure the iOS platform is added to your Stride project. To do this, in Game Studio, right-click the solution, select **Update package > Update Platforms**, and make sure **iOS** is selected. + + ![Add iOS](media/add-ios-platform.png) + + For more information about adding platforms in Game Studio, see [Add or remove a platform](../add-or-remove-a-platform.md). + +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**). + +5. In the Visual Studio toolbar, click ![Xamarin button](media/xamarin-button.png). + + ![Connect to Xamarin](media/xamarin-button-in-toolbar.png) + + **Xamarin Agent** opens. + + ![Xamarin agent](media/xamarin-agent.png) + +6. Connect to the Mac via Xamarin. For instructions, see [Introduction to Xamarin iOS for Visual Studio](https://developer.xamarin.com/guides/ios/getting_started/installation/windows/introduction_to_xamarin_ios_for_visual_studio/) in the Xamarin documentation. + +7. In the **Solution Explorer**, right-click the project and select **Set as StartUp Project**. + + ![Set as startup](media/set-ios-as-startup-project.png) + +8. In the **Solution Platforms** menu, select **iPhone** to build on physical iOS devices (including iPad), or **iPhoneSimulator** to build for the simulator. The simulator emulates iOS devices on your machine, but has some drawbacks (see below). + + ![Solution platform](media/solution-platform.png) + +9. In the Visual Studio toolbar, select the iOs device you want to build for. + + ![Select device](media/select-ios-device-dropdown.png) + +10. From the **Solution Explorer**, open `info.plist`. + + ![Select info file](media/info-plist.png) + +11. If you want to create a release build, set the **bundle identifier**. This is a unique ID for your application. + + ![Select bundle ID](media/bundle-identifier.png) + +12. If you want to deploy on iPad, under **Targeted device family**, click ![Add device icon](media/add-device-icon.png). + + ![Added iPad](media/ipad-device-added.png) + +## Speed up builds on iOS devices + +It takes a long time to build on iOS devices. This is because: + +* the Mac needs to build code ahead of time (AOT) for the different devices + +* the Apple sandbox system doesn't let you update packages incrementally, so the Mac needs to completely redeploy the application on the device for every change + +To compile code more quickly, in the Solution Explorer, right-click the iOS project and select **Properties**. + +![Project properties](media/ios-project-properties.png) + +* Under **Linker Behavior**, select **Don't link**. +* Under **Supported Architectures**, select only the architecture of the debug device. +* Disable **Strip native debugging symbols**. +* Enable **incremental builds** (only code that changes from one execution to another is AOT) + +For more information, see [iOS Build Mechanics](https://developer.xamarin.com/guides/ios/advanced_topics/ios-build-mechanics/) in the Xamarin documentation. For information about profiling, see [Using instruments to detect native leaks using markheap]( +https://developer.xamarin.com/guides/ios/deployment,_testing,_and_metrics/using_instruments_to_detect_native_leaks_using_markheap). + +To make redeploying each time faster, make your debug packages as small as possible. + +* In Game Studio, reduce the **Size** of the [textures](../../graphics/textures/index.md) in your project. + +* Remove unused assets. + +* Test your scenes one by one rather than loading them simultaneously. + +* Debug your application on the **iPhone simulator** instead of a real device. However, execution is slow on the simulator and it produces some rendering artifacts, so we don't recommend using it to debug real-time graphics. + +## Compile shaders on iOS + +As converting Stride shaders to OpenGL shaders on iPhone devices is slow, we recommend you convert them remotely (ie in Game Studio). + +Our recommended workflow is: + +1. Execute the app on Windows. This creates the shader permutations. + + ![New effects](../../graphics/effects-and-shaders/media/new-effects-to-import.png) + +2. Import the new shaders in Game Studio. This generates an effect log. + + ![Effect log](../../graphics/effects-and-shaders/media/effect-log.png) + +3. Save and run the game on iOS. + +Ideally, this creates all the shader permutations remotely, so you don't need to convert them on the device. However, new permutations might still occur due to differences such as supported screen resolutions. For more information, including information about how to compile shaders remotely on iOS, see [Compile shaders](../../graphics/effects-and-shaders/compile-shaders.md). + +## See also + +* [iOs in the Xamarin documentation](https://developer.xamarin.com/guides/ios/) +* [Compile shaders](../../graphics/effects-and-shaders/compile-shaders.md) diff --git a/en/manual/platforms/ios/index.md b/en/manual/platforms/ios/index.md new file mode 100644 index 000000000..1087d8206 --- /dev/null +++ b/en/manual/platforms/ios/index.md @@ -0,0 +1,12 @@ +# iOS + +**iOS** is an operating system used by mobile devices made by [Apple](https://apple.com). + +## General support + +All of Stride's core features **should** work on iOS. + +Stride supports building for iOS, but **it hasn't been tested in a while**. There might be problems that may not be easily solvable without modifications to the engine. + +> [!NOTE] +> All iOS applications (including games made with Stride) **can only be built on devices running [MacOS](../macos/index.md)**. diff --git a/en/manual/platforms/media/add-device-icon.png b/en/manual/platforms/ios/media/add-device-icon.png similarity index 100% rename from en/manual/platforms/media/add-device-icon.png rename to en/manual/platforms/ios/media/add-device-icon.png diff --git a/en/manual/platforms/media/add-ios-platform.png b/en/manual/platforms/ios/media/add-ios-platform.png similarity index 100% rename from en/manual/platforms/media/add-ios-platform.png rename to en/manual/platforms/ios/media/add-ios-platform.png diff --git a/en/manual/platforms/media/bundle-identifier.png b/en/manual/platforms/ios/media/bundle-identifier.png similarity index 100% rename from en/manual/platforms/media/bundle-identifier.png rename to en/manual/platforms/ios/media/bundle-identifier.png diff --git a/en/manual/platforms/media/info-plist.png b/en/manual/platforms/ios/media/info-plist.png similarity index 100% rename from en/manual/platforms/media/info-plist.png rename to en/manual/platforms/ios/media/info-plist.png diff --git a/en/manual/platforms/media/ios-project-properties.png b/en/manual/platforms/ios/media/ios-project-properties.png similarity index 100% rename from en/manual/platforms/media/ios-project-properties.png rename to en/manual/platforms/ios/media/ios-project-properties.png diff --git a/en/manual/platforms/media/ipad-device-added.png b/en/manual/platforms/ios/media/ipad-device-added.png similarity index 100% rename from en/manual/platforms/media/ipad-device-added.png rename to en/manual/platforms/ios/media/ipad-device-added.png diff --git a/en/manual/platforms/media/select-ios-device-dropdown.png b/en/manual/platforms/ios/media/select-ios-device-dropdown.png similarity index 100% rename from en/manual/platforms/media/select-ios-device-dropdown.png rename to en/manual/platforms/ios/media/select-ios-device-dropdown.png diff --git a/en/manual/platforms/media/select-ios-device.png b/en/manual/platforms/ios/media/select-ios-device.png similarity index 100% rename from en/manual/platforms/media/select-ios-device.png rename to en/manual/platforms/ios/media/select-ios-device.png diff --git a/en/manual/platforms/media/set-ios-as-startup-project.png b/en/manual/platforms/ios/media/set-ios-as-startup-project.png similarity index 100% rename from en/manual/platforms/media/set-ios-as-startup-project.png rename to en/manual/platforms/ios/media/set-ios-as-startup-project.png diff --git a/en/manual/platforms/media/solution-platform.png b/en/manual/platforms/ios/media/solution-platform.png similarity index 100% rename from en/manual/platforms/media/solution-platform.png rename to en/manual/platforms/ios/media/solution-platform.png diff --git a/en/manual/platforms/media/xamarin-agent.png b/en/manual/platforms/ios/media/xamarin-agent.png similarity index 100% rename from en/manual/platforms/media/xamarin-agent.png rename to en/manual/platforms/ios/media/xamarin-agent.png diff --git a/en/manual/platforms/media/xamarin-button-in-toolbar.png b/en/manual/platforms/ios/media/xamarin-button-in-toolbar.png similarity index 100% rename from en/manual/platforms/media/xamarin-button-in-toolbar.png rename to en/manual/platforms/ios/media/xamarin-button-in-toolbar.png diff --git a/en/manual/platforms/media/xamarin-button.png b/en/manual/platforms/ios/media/xamarin-button.png similarity index 100% rename from en/manual/platforms/media/xamarin-button.png rename to en/manual/platforms/ios/media/xamarin-button.png diff --git a/en/manual/platforms/linux/create-a-linux-game.md b/en/manual/platforms/linux/create-a-linux-game.md index 025feb1f7..b09e389c9 100644 --- a/en/manual/platforms/linux/create-a-linux-game.md +++ b/en/manual/platforms/linux/create-a-linux-game.md @@ -1,93 +1,3 @@ -# Create a Linux game - ->[!Note] ->Before following these instructions, make sure you've followed the instructions in [Linux - Setup and requirements](setup-and-requirements.md). - -1. In the Stride launcher, create a new game and select Linux as a target platform. - - ![New Game](media/platform_choice.png) - -2. In Game Studio, in the platforms menu, select **Linux**. - - ![Platform Selector](media/platform_selector.png) - -3. Press **F5** to build and run the project. - -4. The first time you run the project, enter information about your Linux host: - - ![Credential Dialog](media/default_credential_dialog.png) - - Enter your information as below: - - ![Filled Credential Dialog](media/filled_credential_dialog.png) - -5. Click **Test settings** to test the credentials. - - If you made an error, Game Studio displays: - - ![Invalid Settings](media/unreachable_host.png) - - If the credentials are correct, Game Studio displays: - - ![Success](media/successful_login.png) - - Click the **OK** button to continue. - - Game Studio copies the files over your Linux host in a subdirectory of the location you have provided. The name of the subdirectory is the name of your game. - - If something goes wrong, check the **Output** pane for details. - -## Settings - -Your credentials are saved in the **Settings** dialog: - -![Settings Dialog](media/remote_settings.png) - -The password is encrypted using the Micrsoft *System.Security.Cryptograph.ProtectedData.Protect* method for the current user, and saved in Base64, displayed in the Settings. You can't change the password from the Settings dialog. - -There are two additional settings that control the execution of a game: - -* Use CoreCLR: forces execution using .NET Core - -* X Display: forces execution on a specific X display of your Linux host - -## Compile outside Game Studio - -Like any Stride project, you can also compile the project directly from Visual Studio or from the command line. In both cases, you need to select a valid configuration: - -* Debug -* Release -* CoreCLR_Debug -* CoreCLR_Release - -Debug and Release target Mono. The others target .NET Core. - -### Visual Studio - -Once your project is loaded in Visual Studio, select the Linux project. In the **Solution Configurations** drop-down menu, you select a valid Linux configuration: - -![Configuration selection](media/vs_configuration_selection.png) - -### MSBuild - -To compile for Linux, from a command line, use: - -``` -msbuild /p:Platform=Linux /p:Configuration=CONFIG YourGame.sln -``` - -Where **CONFIG** is a valid Linux configuration. - -## Limitations - -* No debugging facility yet - -* Switching the rendering graphics platform might cause the game to hang on startup. As a workaround, on the Linux host, in the directory where the game is deployed, delete the following directories: - - * `cache` - * `local` - * `roaming` - -## See also - -* [Linux — Setup and requirements](setup-and-requirements.md) \ No newline at end of file +--- +redirect_url: index.html +--- diff --git a/en/manual/platforms/linux/index.md b/en/manual/platforms/linux/index.md index 7194b2f65..2ace15c4d 100644 --- a/en/manual/platforms/linux/index.md +++ b/en/manual/platforms/linux/index.md @@ -1,4 +1,29 @@ # Linux +**Linux** is a suite of open source operating systems. It isn't a single product, but instead a base for creating custom OS's, called **distributions**. Recently, it has been growing in popularity among gamers due to devices such as the Steam Deck. + +It is possible to run games built for Windows on Linux using **compatibility layers** such as Proton, which is built into Steam. This however can decrease performance, making native builds a more preferable option. + +## Development support + +Currently, developing games on Linux is only **partially supported**. It's not possible to run **Game Studio** (the editor) on Linux, even when using a compatibility layer, such as Wine. + +However, it is still possible to code and build games natively, meaning that when in a team, some programmers could work on a project using Linux for tasks that don't require the editor. + +[!INCLUDE [xplat-editor-notice](../../../includes/xplat-editor-notice.md)] + +Alternatively, it is possible to create Stride games on Linux using a [code-only](https://stride3d.github.io/stride-community-toolkit/manual/code-only/index.html) approach, removing the need for an editor all together. + +## General support + +All of Stride's features are fully supported on Linux. + +## Wayland + +Wayland is a communication protocol for communication between a display server and it's applications, that has gained popularity among many Linux desktop environments. Many apps however are still yet to adopt it, relying on the outdated X windowing system. They work with wayland compositors thanks to a compatibility layer "xWayland", but can't utilize modern wayland features (such as fractional scalling). + +Currently, games made with Stride can only run using the X windowing system. + +## In this section + * [Setup and requirements](setup-and-requirements.md) -* [Create a Linux game](create-a-linux-game.md) \ No newline at end of file diff --git a/en/manual/platforms/linux/setup-and-requirements.md b/en/manual/platforms/linux/setup-and-requirements.md index d9fdcee96..36f89aa98 100644 --- a/en/manual/platforms/linux/setup-and-requirements.md +++ b/en/manual/platforms/linux/setup-and-requirements.md @@ -1,37 +1,32 @@ # Setup and requirements -To develop for Linux using Stride, you need a Linux PC with a graphics card that supports at least OpenGL 4.2 or Vulkan 1.0. The preferred Linux distribution for Stride is Debian 12 or later, as this was the setup we used to develop the Linux version of Stride. - -The instructions below assume you have Debian 12 installed. - -You will also need a Windows PC to build your projects for Linux using Game Studio. +This page describes how to setup your Linux machine in order to develop and play Stride games. ## Setup -You need the following packages: +In order to run games made for Linux, you'll need a Linux PC with a graphics card that supports Vulkan, along with the following packages: * [FreeType](#freetype) * [OpenAL](#openal) * [SDL2](#sdl2) -* [FreeImage](#freeimage) ## FreeType -To render fonts, we use the [FreeType](https://www.freetype.org/) library. The minimum required version is 2.6 and can be installed via: +To render fonts, we use the [FreeType](https://www.freetype.org/) library. The minimum required version is 2.6 and can be installed with your distribution's package manager: -### [Debian / Ubuntu](#tab/freetype-ubuntu) +### [Debian / Ubuntu](#tab/ubuntu) ```bash sudo apt install libfreetype6-dev ``` -### [Fedora](#tab/freetype-fedora) +### [Fedora](#tab/fedora) ```bash sudo dnf install freetype-devel ``` -### [Arch](#tab/freetype-arch) +### [Arch](#tab/arch) ```bash sudo pacman -S freetype2 @@ -41,21 +36,21 @@ sudo pacman -S freetype2 ## OpenAL -To play sounds and music, we use the [OpenAL](https://www.openal.org/) library. It can be installed via: +To play sounds and music, we use the [OpenAL](https://www.openal.org/) library. It can be installed with your distribution's package manager: -### [Debian / Ubuntu](#tab/openal-ubuntu) +### [Debian / Ubuntu](#tab/ubuntu) ```bash sudo apt install libopenal-dev ``` -### [Fedora](#tab/openal-fedora) +### [Fedora](#tab/fedora) ```bash sudo dnf install openal-soft-devel ``` -### [Arch](#tab/openal-arch) +### [Arch](#tab/arch) ```bash sudo pacman -S openal @@ -65,21 +60,21 @@ sudo pacman -S openal ## SDL2 -To run games on Linux, we use the [SDL2](https://www.libsdl.org/) library which provides the ability to create windows, handle mouse, keyboard and joystick events. The minimum required version is 2.0.4 and can be installed via: +To run games on Linux, we use the [SDL2](https://www.libsdl.org/) library which provides the ability to create windows, handle mouse, keyboard and joystick events. The minimum required version is 2.0.4 and can be installed with your distribution's package manager: -### [Debian / Ubuntu](#tab/sdl2-ubuntu) +### [Debian / Ubuntu](#tab/ubuntu) ```bash sudo apt install libsdl2-dev ``` -### [Fedora](#tab/sdl2-fedora) +### [Fedora](#tab/fedora) ```bash sudo dnf install SDL2-devel ``` -### [Arch](#tab/sdl2-arch) +### [Arch](#tab/arch) ```bash sudo pacman -S sdl2 @@ -87,31 +82,6 @@ sudo pacman -S sdl2 --- -## FreeImage - -[FreeImage](https://freeimage.sourceforge.io/) is battle-tested library for loading and saving popular image file formats like BMP, PNG, JPEG etc. The minimum required version is 3.18 and can be installed via: - - -### [Debian / Ubuntu](#tab/freeimage-ubuntu) - -```bash -sudo apt install libfreeimage-dev -``` - -### [Fedora](#tab/freeimage-fedora) - -```bash -sudo dnf install freeimage-devel -``` - -### [Arch](#tab/freeimage-arch) - -```bash -sudo pacman -S freeimage -``` - ---- - ## See also -* [Create a Linux game](create-a-linux-game.md) +* [Building the game](../../files-and-folders/building-the-game/index.md) diff --git a/en/manual/platforms/macos/index.md b/en/manual/platforms/macos/index.md new file mode 100644 index 000000000..1ea2c3479 --- /dev/null +++ b/en/manual/platforms/macos/index.md @@ -0,0 +1,17 @@ +# MacOS + +**MacOS** is a desktop operating system used by [Apple](https://apple.com) devices. + +## Development support + +Currently, MacOS is only **partially supported**. It's not possible to run **Game Studio** (the editor) on it. + +However, it is possible to code and build games natively, meaning that when in a team, some programmers could work on a project using MacOS for tasks that don't require the editor. + +[!INCLUDE [xplat-editor-notice](../../../includes/xplat-editor-notice.md)] + +Alternatively, it is possible to create Stride games on MacOS using a [code-only](https://stride3d.github.io/stride-community-toolkit/manual/code-only/index.html) approach, removing the need for an editor all together. + +## General support + +All of Stride's features are fully supported on MacOS. Games can only be built for the arm architecture, that's used on newer apple devices. diff --git a/en/manual/platforms/media/change-device.png b/en/manual/platforms/media/change-device.png deleted file mode 100644 index 88628efe9..000000000 --- a/en/manual/platforms/media/change-device.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:ca97de0321cfa216e654a10fcee2f186a3320bc8aca3b5cb6808902dc10a2215 -size 90133 diff --git a/en/manual/platforms/media/change-graphics-platform.png b/en/manual/platforms/media/change-graphics-platform.png deleted file mode 100644 index ca338fe8b..000000000 --- a/en/manual/platforms/media/change-graphics-platform.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:5e600fb77701c536184029c01b734dbe9d9bf0a4a4dfa1c826e55df4c59edf62 -size 17826 diff --git a/en/manual/platforms/media/check-platform-at-runtime.png b/en/manual/platforms/media/check-platform-at-runtime.png deleted file mode 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b/en/manual/platforms/media/solution-explorer-update-platforms.webp new file mode 100644 index 000000000..b25afa036 --- /dev/null +++ b/en/manual/platforms/media/solution-explorer-update-platforms.webp @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9df1d3e3e9857e0e8cfc4cf5d5ea6588700c9944b0ecde3ee3e60c6145b93c5f +size 72292 diff --git a/en/manual/platforms/media/update-platforms.png b/en/manual/platforms/media/update-platforms.png deleted file mode 100644 index 4b54aa677..000000000 --- a/en/manual/platforms/media/update-platforms.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:523f8674656ecc411d10bd2fc6d2cfd9461f5f312257ac1318f9124621da212a -size 67696 diff --git a/en/manual/platforms/set-the-graphics-platform.md b/en/manual/platforms/set-the-graphics-platform.md index 784c7c8a9..b8eb87726 100644 --- a/en/manual/platforms/set-the-graphics-platform.md +++ b/en/manual/platforms/set-the-graphics-platform.md @@ -1,70 +1,3 @@ -# Set the graphics platform - -Beginner - -The **graphics platform** controls the graphics hardware in the device you run your project on. Different devices support different graphics platforms; for example, iOS supports the OpenGL ES graphics platform. You can select which graphics platform your game uses, and add overrides for different platforms (eg Windows, Android, etc). - ->[!Warning] ->Moving from Direct3D to an earlier Direct3D version can create problems. For example, if your game contains HDR textures, it will crash, as Direct3D 9 doesn't support them. - -You set the graphics platform in the [game settings](../game-studio/game-settings.md) asset. - -> [!Note] -> Make sure you have the latest drivers for the graphics platforms you want to use. - -1. In the **Asset View**, select the **Game Settings** asset. - - ![Game settings asset](media/games-settings-asset.png) - -2. In the Property Grid, under **Rendering Settings > Target graphics platform**, select the graphics platform you want to use. - - ![Select graphics platform](media/change-graphics-platform.png) - - If you select **Default**, Stride uses the graphics platform appropriate for your platform (eg Windows, Android) when you build. - -| Platform | Default graphics platform -|---------------|------------- -| Windows, UWP | Direct3D11 -| Linux, Mac OS | OpenGL -| Other | OpenGL ES - -## Override the graphics platform - -You can override the graphics platform Stride uses for specific platforms. For example, you can have Linux use Vulkan while other platforms use the default. - -1. With the **GameSettings** asset selected, in the Property Grid, under **Overrides**, click ![Green plus button](~/manual/game-studio/media/green-plus-icon.png) (**Add**). - - ![Select graphics platform](media/add-override.png) - - Game Studio adds an override. - -2. In the new override, next to **Platforms**, select the platforms you want this override to apply to. - - ![Select graphics platform override](media/select-override-platform.png) - -3. In the **Configuration** drop-down menu, select **Rendering Settings**. - - ![Select graphics platform override](media/select-override-configuration.png) - -4. Under **Rendering Settings**, in the **Preferred Graphics Platform** drop-down menu, select the graphics platform you want to use. - - ![Select graphics platform override](media/select-override-graphics-platform.png) - -Stride overrides the graphics platform for the platforms you selected. - -## Check which graphics platform your project uses - -1. Add a break point to your game code (eg in a script). - -2. Run the project. - -3. Check the value of the [GraphicsDevice.Platform](xref:Stride.Graphics.GraphicsDevice.Platform) variable. - - For example, this project is using Vulkan: - - ![Select graphics platform](media/check-platform-at-runtime.png) - -## See also - -* [Platforms index](index.md) -* [Game settings](../game-studio/game-settings.md) \ No newline at end of file +--- +redirect_url: ../graphics/graphics-api.html +--- diff --git a/en/manual/platforms/uwp/index.md b/en/manual/platforms/uwp/index.md index b0f8e39d1..8b8e27766 100644 --- a/en/manual/platforms/uwp/index.md +++ b/en/manual/platforms/uwp/index.md @@ -1,7 +1,12 @@ # UWP -Windows 10 introduces the Universal Windows Platform (UWP), which provides a common app platform available on every device that runs Windows 10. For more information about UWP, see [Intro to the Universal Windows Platform](https://docs.microsoft.com/en-us/windows/uwp/get-started/universal-application-platform-guide) on the MSDN documentation. +> [!WARNING] +> **UWP is no longer being developed**. We recommend building the game for [Windows](../windows/index.md) instead. + +Universal Windows Platform (UWP) provides a common app platform available on every device that runs Windows. For more information, see [Intro to the Universal Windows Platform](https://docs.microsoft.com/en-us/windows/uwp/get-started/universal-application-platform-guide). + +In October 2021 it was announced that UWP will stop receivng new features. Stride's support only exists for compatibility reasons. ## In this section -* [Xbox Live](xbox-live.md) \ No newline at end of file +* [Xbox Live](xbox-live.md) diff --git a/en/manual/platforms/uwp/xbox-live.md b/en/manual/platforms/uwp/xbox-live.md index 53772fade..d73c1bbe8 100644 --- a/en/manual/platforms/uwp/xbox-live.md +++ b/en/manual/platforms/uwp/xbox-live.md @@ -1,5 +1,7 @@ # Xbox Live +[!INCLUDE [out-of-date-page](../../../includes/out-of-date-page.md)] + This page explains how to configure your project to work with Xbox Live. ## 1. Before you start @@ -127,4 +129,4 @@ Now you can expose the `xbox_live_user` functionality and other classes in your ## See also -* [Platforms](../index.md) \ No newline at end of file +* [Platforms](../index.md) diff --git a/en/manual/platforms/windows/index.md b/en/manual/platforms/windows/index.md new file mode 100644 index 000000000..71f273325 --- /dev/null +++ b/en/manual/platforms/windows/index.md @@ -0,0 +1,15 @@ +# Windows + +**Windows** is the most popular desktop operating system for playing video games in the world. + +## Development support + +Stride fully supports developing games on Windows. All tools are available for it, including **Game Studio** (the editor). + +## General support + +All of Stride's features are fully supported on Windows. + +## See also + +* [Game Studio](../../game-studio/index.md) diff --git a/en/manual/stride-for-godot-developers/index.md b/en/manual/stride-for-godot-developers/index.md index e0aea0933..04f83c2fd 100644 --- a/en/manual/stride-for-godot-developers/index.md +++ b/en/manual/stride-for-godot-developers/index.md @@ -539,7 +539,7 @@ In Godot, you use methods like `_Ready()` for initialization and `_Process(delta After you create a script, you may have to reload the assemblies manually. To do this, click **Reload assemblies** in the Game Studio toolbar. -![Reload assemblies](../platforms/media/reload-assemblies.png) +![Reload assemblies](media/reload-assemblies.png) #### Godot diff --git a/en/manual/stride-for-godot-developers/media/reload-assemblies.png b/en/manual/stride-for-godot-developers/media/reload-assemblies.png new file mode 100644 index 000000000..3b5e5ed08 --- /dev/null +++ b/en/manual/stride-for-godot-developers/media/reload-assemblies.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:13073d29c4a2bb21989061fd5bd36c411f4fe29d2030309dd7f4ca0bdc91f5c1 +size 17429 diff --git a/en/manual/stride-for-unity-developers/index.md b/en/manual/stride-for-unity-developers/index.md index 6119255cd..128a7491d 100644 --- a/en/manual/stride-for-unity-developers/index.md +++ b/en/manual/stride-for-unity-developers/index.md @@ -612,7 +612,7 @@ If you want your script to be a startup or asynchronous, use the corresponding s After you create a script, you may have to reload the assemblies manually. To do this, click **Reload assemblies** in the Game Studio toolbar. -![Reload assemblies](../platforms/media/reload-assemblies.png) +![Reload assemblies](media/reload-assemblies.png) ### Add scripts to entities diff --git a/en/manual/stride-for-unity-developers/media/reload-assemblies.png b/en/manual/stride-for-unity-developers/media/reload-assemblies.png new file mode 100644 index 000000000..3b5e5ed08 --- /dev/null +++ b/en/manual/stride-for-unity-developers/media/reload-assemblies.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:13073d29c4a2bb21989061fd5bd36c411f4fe29d2030309dd7f4ca0bdc91f5c1 +size 17429 diff --git a/en/manual/toc.yml b/en/manual/toc.yml index 15a981155..45567deec 100644 --- a/en/manual/toc.yml +++ b/en/manual/toc.yml @@ -481,24 +481,29 @@ items: - name: Platforms href: platforms/index.md items: - - name: Linux - href: platforms/linux/index.md - items: - - name: Setup and requirements - href: platforms/linux/setup-and-requirements.md - - name: Create a Linux game - href: platforms/linux/create-a-linux-game.md + - name: Windows + href: platforms/windows/index.md - name: UWP href: platforms/uwp/index.md items: - name: Xbox Live href: platforms/uwp/xbox-live.md + - name: Linux + href: platforms/linux/index.md + items: + - name: Setup and requirements + href: platforms/linux/setup-and-requirements.md + - name: MacOS + href: platforms/macos/index.md + - name: Android + href: platforms/android/index.md - name: iOS - href: platforms/ios.md + href: platforms/ios/index.md + items: + - name: Build guide + href: platforms/ios/build-guide.md - name: Add or remove a platform href: platforms/add-or-remove-a-platform.md - - name: Set the graphics platform - href: platforms/set-the-graphics-platform.md - name: Project href: files-and-folders/index.md diff --git a/jp/manual/game-studio/game-settings.md b/jp/manual/game-studio/game-settings.md index cfeb03268..7968d2ee0 100644 --- a/jp/manual/game-studio/game-settings.md +++ b/jp/manual/game-studio/game-settings.md @@ -159,7 +159,7 @@ Graphics Compositor を設定するには: 1. [GameSettings]アセットを選択し、[Property grid]の[Overrides]で ![Green plus button](~/manual/game-studio/media/green-plus-icon.png) ([Add a new item to the list]) をクリックします。 - ![Select graphics platform](../platforms/media/add-override.png) + ![Select graphics platform](media/add-override.png) オーバーライドが追加されます。