World coordinates | Uses world coordinates for transformations. The X, Y, and Z axes are the same for every entity. |
-| 
Local coordinates | Uses local coordinates for transformations. The axes are oriented in the same direction as the selected entity. |
-| 
Camera coordinates | Uses the current camera coordinates for transformations. The axes are oriented in the same direction as the editor camera. | - -## Snap transformations to grid - -You can "snap" transformations to the grid. This means that the degree of transformation you apply to entities is rounded to the closest multiple of the number you specify. For example, if you set the rotation snap value to 10, entities rotate in multiples of 10 (0, 10, 20, 30, etc). - -You can change the snap values for each gizmo in the scene view toolbar. Snap values apply to all entities in the scene. For example: - -| Icon | Function | -| --- | ---- | -|  | Snap translation to multiple of 1 | -|  | Snap rotation to multiple of 22.5 | -|  | Snap scale to multiple of 1.1 | - -## See also - -* [Create and open a scene](create-a-scene.md) -* [Navigate in the Scene Editor](navigate-in-the-scene-editor.md) -* [Load scenes](load-scenes.md) -* [Add entities](add-entities.md) diff --git a/en/manual/game-studio/manage-scenes.md b/en/manual/game-studio/manage-scenes.md deleted file mode 100644 index 5e3d8a1ff..000000000 --- a/en/manual/game-studio/manage-scenes.md +++ /dev/null @@ -1,113 +0,0 @@ -# Manage scenes - -Beginner -Programmer -Designer - -Scenes and entities are arranged in a hierarchy, with the **root scene** at the top. This hierarchy is displayed in the **Entity Tree** in the Scene Editor on the left. - - - -The root scene contains all the scenes and entities in your game. It should contain common entities that the other scenes and entities use, such as game logic scripts. - - - -Scenes are kept in different folders. This means that different people can work on them without overwriting each other's work. - -> [!Note] -> When scenes load at runtime, their **child scenes aren't automatically loaded too**. You have to load child scenes in code. For more information, see [Load scenes](load-scenes.md). - -## Set parent and child scenes - -The relationship between parent and child scenes is set on the child, not the parent. In other words, child scenes know about their parent scenes, but parent scenes don't know about their child scenes. - -There are several ways to make a scene a child of another scene: - -* In the Scene Editor **Entity Tree** (left by default), drag the scene onto the scene you want to make its parent. - -* Drag the scene from the **Asset View** (bottom by default) onto the scene you want to make its parent in the **Entity Tree**. - -* In the scene **Property Grid** (on the right by default), next to **Parent**, specify the scene you want to be the scene's parent. - -  - -## Set the default scene - -The **default scene** is the scene Stride loads at runtime. You can set this in the [Game Settings](game-settings.md) asset. - -1. In the **Solution Explorer** (the bottom-left pane by default), select the **Assets folder**. - -  - -2. In the **Asset View** (the bottom pane by default), select the **GameSettings** asset. - -  - -3. In the **Property Grid** (the right-hand pane by default), next to **Default Scene**, click  (**Select an asset**). - -  - - The **Select an asset** window opens. - -2. Select the default scene and click **OK**. - -Stride loads this scene at runtime. - -For more information about the Game Settings asset, see [Game Settings](game-settings.md). - -## Set the active scene - -The **active scene** is the scene entities are added to when you drop them in the Scene Editor. Game Studio adds the entities as children to the active scene. - -To set the active scene, **Entity Tree** (left by default), right-click the scene and select **active scene**. - - - -The active scene has no effect on runtime. - -## Lock scenes and entities - -You can lock scenes and entities so they can't be selected in the main window. This is useful when you have lots of things in your scene. You can still select scenes and entities in the Entity Tree. - -To lock or unlock a scene or entity, in the Entity Tree, click the **padlock** icon. - - - ->[!Tip] ->When you lock a scene, all its child scenes and entities are locked too. To lock an entity along with its child entities, hold **Ctrl** and click the padlock icon. - -Locked items have a **gold locked padlock** icon in the Entity Tree. - - - -## Load and unload scenes in the Scene Editor - -You can load and unload scenes (with all their child scenes and entities) in the Scene Editor. Unloading scenes in the editor is useful if, for example, you want to remove clutter from your editing view, or improve editor performance. - -The screenshots below show a root scene with child scenes loaded and unloaded. The root scene contains entities that all the scenes use, including the [skybox](../graphics/textures/skyboxes-and-backgrounds.md), [scripts](../scripts/index.md), asteroids, and player character. The child scenes are sections of level. - - - -To load or unload a scene, in the **Scene Editor**, in the **Entity Tree** on the left, next to the scene you want to load or unload, click the **eye icon**. - - - -## Move a scene - -As scenes aren't entities, they don't have transform components. However, you can move a scene using its **offset** property. - - - -To move a scene at runtime, use: - -`myScene.Offset = new Vector3(x, y, z);` - -Replace `myScene` with the name of the scene, and `x,y,z` with the XYZ coordinates you want to move the scene to. - -## See also - -* [Create and open a scene](create-a-scene.md) -* [Navigate in the Scene Editor](navigate-in-the-scene-editor.md) -* [Load scenes](load-scenes.md) -* [Add entities](add-entities.md) -* [Manage entities](manage-entities.md) \ No newline at end of file diff --git a/en/manual/game-studio/media/Editor.jpg b/en/manual/game-studio/media/Editor.jpg deleted file mode 100644 index 354026f38..000000000 --- a/en/manual/game-studio/media/Editor.jpg +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:11b1a7b87fb44c70f6aa595dc7cea0d5e65588c23f166ee0f484bd5e4a2f5fea -size 197066 diff --git a/en/manual/game-studio/media/Editor2_assetview_thumb.jpg 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b/en/manual/game-studio/navigate-in-the-scene-editor.md deleted file mode 100644 index edcee5a29..000000000 --- a/en/manual/game-studio/navigate-in-the-scene-editor.md +++ /dev/null @@ -1,153 +0,0 @@ -# Navigate in the Scene Editor - -Beginner -Level designer - -You can move around the scene and change the perspective of the editor camera. The XYZ axes in the bottom left show your orientation in 3D space. - -  - -## Move around in the scene - -There are several ways to move the editor camera around the Scene Editor. - -> [!TIP] -> Holding the **Shift** key speeds up movement. - -### Fly - - - -Hold the **right mouse button** and **move the mouse** to change the camera direction. Hold the **right mouse button** and use the **WASD keys** to move. This is similar to the controls of many action games. - -### Pan - -Hold the **right mouse button** and the **center mouse button** and move the mouse. - - -### Dolly - - - -To dolly (move the camera forward and backward), use the **mouse wheel**. - - -### Orbit - -Hold **Alt** and the **left mouse button** and move the **mouse**. - -The point of rotation is always the center of the screen. To adjust the distance to the center, use the **mouse wheel**. - - - - - -### Focus on an entity - - - -After you select an entity, press the **F** key. This zooms in on the entity and centers it in the camera editor. - -You can also focus by clicking the **magnifying glass icon** next to the entity in the Entity Tree. - - - - -> [!TIP] -> Focusing and then orbiting with **Alt + left mouse button** is useful for inspecting entities. - -### Controls - -Action | Control ------------------------|-------------- -Move | Arrow keys + right mouse button
WASDQE keys + right mouse button
-Look around | Hold right mouse button + move mouse -Dolly | Middle mouse button + right mouse button + move mouse -Orbit | Alt key + left mouse button -Zoom | Mouse wheel
Alt + Right mouse button + move mouse
- -
- -## See also - -* [Prefab index](index.md) -* [Create a prefab](create-a-prefab.md) -* [Use prefabs](use-prefabs.md) -* [Nested prefabs](nested-prefabs.md) -* [Override prefab properties](override-prefab-properties.md) -* [Prefab models](prefab-models.md) \ No newline at end of file diff --git a/en/manual/game-studio/prefabs/index.md b/en/manual/game-studio/prefabs/index.md deleted file mode 100644 index 7204fb80a..000000000 --- a/en/manual/game-studio/prefabs/index.md +++ /dev/null @@ -1,31 +0,0 @@ -# Prefabs - -Beginner -Programmer -Designer - -A **prefab** is a "master" version of an object that you can reuse wherever you need. When you change the prefab, every instance of the prefab changes too. - -For example, imagine we make a simple tree object by assembling several entities. The entities contain components such as models, materials, physics colliders, and so on, which in turn reference assets. - -Now imagine we want to place several trees around the scene. We could simply duplicate the tree, but if we want to modify it later, we have to edit each one individually. This is time-consuming and leaves room for mistakes. - -The better approach is to make the a tree prefab. Then we can place as many trees as we like, and when we modify the prefab, every tree is instantly updated to match. This saves lots of time. - - - -The most common use for prefabs is to create a small piece of your scene โ like a car, NPC, or item of furniture โ and duplicate it as many times as you need. When you need to modify it โ for example, if you want to change its model โ you can change it in one place and apply the change everywhere at once. - -You can make any entity or combination of entities of a prefab; they can be as simple or as complex as you need. Prefabs can even contain other prefabs (known as [nested prefabs](nested-prefabs.md)). - -You can [override specific properties](override-prefab-properties.md) in each prefab instance. - -## See also - -* [Create a prefab](create-a-prefab.md) -* [Use prefabs](use-prefabs.md) -* [Edit prefabs](edit-prefabs.md) -* [Nested prefabs](nested-prefabs.md) -* [Override prefab properties](override-prefab-properties.md) -* [Prefab models](prefab-models.md) -* [Archetypes](../../assets/archetypes.md) diff --git a/en/manual/game-studio/prefabs/media/add-prefab-model.png b/en/manual/game-studio/prefabs/media/add-prefab-model.png deleted file mode 100644 index bb77a0c86..000000000 --- a/en/manual/game-studio/prefabs/media/add-prefab-model.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:41578e715e05f440a912007a52a161b0f856046748e2b3a0ae96a3640478871c -size 31615 diff --git a/en/manual/game-studio/prefabs/media/boxes-duplicated.jpg 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sha256:9946d8187c0252055e20dbf375a47979b1fd9b9631ce58416a4c37711690dfa9 -size 125327 diff --git a/en/manual/game-studio/prefabs/override-prefab-properties.md b/en/manual/game-studio/prefabs/override-prefab-properties.md deleted file mode 100644 index 0a6996f83..000000000 --- a/en/manual/game-studio/prefabs/override-prefab-properties.md +++ /dev/null @@ -1,76 +0,0 @@ -# Override prefab properties - -Intermediate -Programmer -Designer - -If you modify a property in a prefab instance, the instance no longer inherits changes from the prefab for that property. This is called an **override**. - - - -In the following video, the **Lamp** prefab contains several box entities that belong to the **Boxes** parent. When we delete the boxes from the instance, only that instance is affected. The prefab (shown on the right) is unchanged. - -If we add another box to the **Boxes** parent in the prefab, it doesn't appear in the overridden instance. That's because we deleted the **Boxes** parent from that instance. - -
If shadows are enabled, the light casts shadows.
**Filter:** Produces soft shadows instead of hard shadows via PCF (Percentage Closer Filtering)
**Size:** The size of texture to use for shadowing mapping. Larger textures produce better shadows edges, but are much more costly. For more information, see [Shadows](shadows.md)
These parameters are used to avoid some artifacts of the shadow map technique.
**Depth Bias:** The amount of depth to add to the sampling depth to avoid shadow acne
**Normal Offset Scale**: A factor multiplied by the depth bias toward the normal
Cast shadows
**Filter**: Produces soft shadows instead of hard shadows via PCF (Percentage Closer Filtering)
**Size**: The size of texture to use for shadowing mapping. Larger textures produce better shadows edges, but are much more costly. For more information, see [Shadows](shadows.md)
For spot lights, the default value is **medium**, as a spot light has usually a medium visual impact
**Skin:** A preconfigured shader for rendering skin
**Custom (skin-based):** A profile based on the Skin profile you can customize yourself
@@ -78,4 +78,4 @@ There are additional subsurface scattering options in the **[graphics compositor
* [Shading attributes](shading-attributes.md)
* [Misc attributes](misc-attributes.md)
* [Material layers](material-layers.md)
-* [Materials for developers](materials-for-developers.md)
\ No newline at end of file
+* [Materials for developers](materials-for-developers.md)
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 9d2b27a3b..736210172 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
@@ -130,7 +130,7 @@ To create a custom color transform, you need to write two files: an effect shade
2. Select the **Post-processing effects** node.
-3. In the **Property Grid**, under **Color transforms**, click  (**Change**) and select your color transform (eg **MyColorTransform**).
+3. In the **Property Grid**, under **Color transforms**, click โ (**Change**) and select your color transform (eg **MyColorTransform**).

diff --git a/en/manual/graphics/textures/compression.md b/en/manual/graphics/textures/compression.md
index ffd3a2a20..834c41a56 100644
--- a/en/manual/graphics/textures/compression.md
+++ b/en/manual/graphics/textures/compression.md
@@ -8,7 +8,7 @@

-For color textures, compression is best used for visually busy images, where the effects are less noticeable. You probably don't want to compress textures with fine edges, such as logos used in [splash screens](../../game-studio/splash-screen.md).
+For color textures, compression is best used for visually busy images, where the effects are less noticeable. You probably don't want to compress textures with fine edges, such as logos used in [splash screens](../../files-and-folders/game-settings/splash-screen.md).
Compression converts the texture to a multiple of 4. If the texture isn't already a multiple of 4, Stride expands it.
diff --git a/en/manual/graphics/textures/index.md b/en/manual/graphics/textures/index.md
index e6d52e8e5..26d9de681 100644
--- a/en/manual/graphics/textures/index.md
+++ b/en/manual/graphics/textures/index.md
@@ -115,9 +115,9 @@ For more information, see [Material maps](../materials/material-maps.md).
### Global texture settings
-For instructions about how to access the global texture settings, see the [Game Settings](../../game-studio/game-settings.md) page.
+For instructions about how to access the global texture settings, see the [Game Settings - Configurations](../../files-and-folders/game-settings/configurations.md) page.
-
+
| Property | Description
|-----------------|--------------
diff --git a/en/manual/graphics/textures/normal-maps.md b/en/manual/graphics/textures/normal-maps.md
index 590a31a05..c431527ae 100644
--- a/en/manual/graphics/textures/normal-maps.md
+++ b/en/manual/graphics/textures/normal-maps.md
@@ -41,9 +41,9 @@ Normal maps usually represent small changes of the normal vector (the vector whi

-5. Next to **Normal map**, click  (**Replace**) and make sure **Texture** is selected.
+5. Next to **Normal map**, click the arrow button (**Replace**) and make sure **Texture** is selected.
-6. Next to **Normal map**, click  (**Select an asset**).
+6. Next to **Normal map**, click ๐ (**Select an asset**).

@@ -67,4 +67,4 @@ For information about normal map properties in materials, see [Materials โ Geo
* [Textures](index.md)
* [Materials](../materials/index.md)
-* [Normal mapping on Wikipedia](http://en.wikipedia.org/wiki/Normal_mapping)
\ No newline at end of file
+* [Normal mapping on Wikipedia](http://en.wikipedia.org/wiki/Normal_mapping)
diff --git a/en/manual/graphics/textures/streaming.md b/en/manual/graphics/textures/streaming.md
index 485152ca2..11e5b8403 100644
--- a/en/manual/graphics/textures/streaming.md
+++ b/en/manual/graphics/textures/streaming.md
@@ -29,7 +29,7 @@ In most situations, the process is very quick. We recommend you enable mipmaps f
Streaming is enabled by default for all textures. You might want to disable streaming on important textures you always want to display immediately and in high quality, such as:
-* [splash screens](../../game-studio/splash-screen.md)
+* [splash screens](../../files-and-folders/game-settings/splash-screen.md)
* textures on player models
@@ -49,11 +49,11 @@ Streaming is enabled by default for all textures. You might want to disable stre
You can access the global streaming settings in the Game Settings asset. These settings apply to all textures that have streaming enabled.
-For instructions about how to access the global streaming settings, see the [Game Settings](../../game-studio/game-settings.md) page.
+For instructions about how to access the global streaming settings, see the [Game Settings - Configurations](../../files-and-folders/game-settings/configurations.md) page.
### Properties
-
+
| Property | Description
|----------------------|------------
@@ -114,4 +114,4 @@ Streaming.SetResourceStreamingOptions(myTexture, myNewOptions);
* [StreamingManager API](xref:Stride.Streaming.StreamingManager)
* [Textures index](index.md)
* [Texture compression](compression.md)
-* [Game Settings](../../game-studio/game-settings.md)
\ No newline at end of file
+* [Game Settings](../../files-and-folders/game-settings/index.md)
diff --git a/en/manual/navigation/dynamic-navigation.md b/en/manual/navigation/dynamic-navigation.md
index d624b4d0c..328363880 100644
--- a/en/manual/navigation/dynamic-navigation.md
+++ b/en/manual/navigation/dynamic-navigation.md
@@ -11,7 +11,7 @@ If you enable **dynamic navigation**, entities with navigation components don't
## Enable dynamic navigation
-You can enable and disable dynamic navigation in the global [game settings](../game-studio/game-settings.md) asset.
+You can enable and disable dynamic navigation in the global [game settings](../files-and-folders/game-settings/configurations.md#navigation) asset.
1. On the entities you want to navigate dynamically, under the navigation component properties, next to **Navigation mesh**, make sure no navigation mesh is selected.
@@ -79,4 +79,4 @@ if (/* any condition that should cause the navigation mesh to update (eg open/cl
* [Navigation groups](navigation-groups.md)
* [Navigation meshes](navigation-meshes.md)
* [Navigation bounding boxes](navigation-bounding-boxes.md)
-* [Navigation components](navigation-components.md)
\ No newline at end of file
+* [Navigation components](navigation-components.md)
diff --git a/en/manual/navigation/navigation-components.md b/en/manual/navigation/navigation-components.md
index 012ed1db9..0008ba461 100644
--- a/en/manual/navigation/navigation-components.md
+++ b/en/manual/navigation/navigation-components.md
@@ -16,7 +16,7 @@
Game Studio adds a navigation component to the entity.
-3. Under the **Navigation** component properties, next to **Navigation mesh**, click  (**Select an asset**):
+3. Under the **Navigation** component properties, next to **Navigation mesh**, click ๐ (**Select an asset**):

@@ -59,4 +59,4 @@ For more information, see the [NavigationComponent API documentation](xref:Strid
* [Navigation groups](navigation-groups.md)
* [Navigation meshes](navigation-meshes.md)
* [Navigation bounding boxes](navigation-bounding-boxes.md)
-* [Dynamic navigation](dynamic-navigation.md)
\ No newline at end of file
+* [Dynamic navigation](dynamic-navigation.md)
diff --git a/en/manual/navigation/navigation-groups.md b/en/manual/navigation/navigation-groups.md
index 5e16a6a03..525743033 100644
--- a/en/manual/navigation/navigation-groups.md
+++ b/en/manual/navigation/navigation-groups.md
@@ -22,7 +22,7 @@ You can create different navigation groups for different kinds of entity. For ex

-4. Next to **Groups**, click  (**Add**).
+4. Next to **Groups**, click โ (**Add**).
Game Studio adds a new item to the list of navigation groups.
@@ -48,4 +48,4 @@ In most cases, the navigation group properties should approximately match the pr
* [Navigation bounding boxes](navigation-bounding-boxes.md)
* [Navigation components](navigation-components.md)
* [Dynamic navigation](dynamic-navigation.md)
-* [Physics โ Characters](../physics/characters.md)
\ No newline at end of file
+* [Physics โ Characters](../physics/characters.md)
diff --git a/en/manual/navigation/navigation-meshes.md b/en/manual/navigation/navigation-meshes.md
index e12bdd99c..3a0cb85b2 100644
--- a/en/manual/navigation/navigation-meshes.md
+++ b/en/manual/navigation/navigation-meshes.md
@@ -28,15 +28,15 @@ Game Studio displays navigation meshes as colored overlays in your scene. The ov

- For more information about scenes, see [Scenes](../game-studio/scenes.md).
+ For more information about scenes, see [Scenes](../scenes/index.md).
-3. Under **Selected groups**, click  (**Add**).
+3. Under **Selected groups**, click โ (**Add**).
Game Studio adds a new item to the list of groups.

-4. Click  (**Replace**) and choose a group from the drop-down menu.
+4. Click the arrow button (**Replace**) and choose a group from the drop-down menu.

@@ -76,4 +76,4 @@ These options have no effect on runtime behavior.
* [Navigation bounding boxes](navigation-bounding-boxes.md)
* [Navigation components](navigation-components.md)
* [Dynamic navigation](dynamic-navigation.md)
-* [Scenes](../game-studio/scenes.md)
\ No newline at end of file
+* [Scenes](../scenes/index.md)
diff --git a/en/manual/particles/create-particles.md b/en/manual/particles/create-particles.md
index d7fca26a0..edf840c08 100644
--- a/en/manual/particles/create-particles.md
+++ b/en/manual/particles/create-particles.md
@@ -37,7 +37,7 @@ With a particle system entity selected, you can edit its properties in the **Pro
| Editor control | This changes how Game Studio displays particles while you work on the scene. You can play, pause, and stop the particle system. You can also reset the particle effect at set intervals, which is useful for previewing one-shot effects. The editor controls don't affect how particles are displayed at runtime.
| Warm-up time | If you set the warm-up time to a value greater than 0, the particle appears as if it's already active when it appears. This value is in seconds. For example, if you set the warm-up time to 1, the particle effect appears as if it has already been active for 1 second when it appears. This is useful, for example, if you set a fire effect warm-up time to 0, the fire appears to ignite as soon as it's rendered. If you want the fire to appear as if it's already ignited when it's rendered, increase the warm-up time.
| Speed scale | Controls the speed of the particle effect.
-| Culling AABB | This creates an axis-aligned bounding box (AABB) around the particle effect. If the bounding box isn't in the camera view, Stride doesn't render the particle effect. This is useful for culling and optimization. **Rotated AABB** sets box shape in XYZ co-ordinates. **Uniform AABB** creates a cube of the scale you specify (in [world units](../game-studio/world-units.md)). To view the AABB in the Scene Editor, select **Debug Draw**.
+| Culling AABB | This creates an axis-aligned bounding box (AABB) around the particle effect. If the bounding box isn't in the camera view, Stride doesn't render the particle effect. This is useful for culling and optimization. **Rotated AABB** sets box shape in XYZ co-ordinates. **Uniform AABB** creates a cube of the scale you specify (in [world units](../scenes/entities/transform/world-units.md)). To view the AABB in the Scene Editor, select **Debug Draw**.
| Emitters | The emitters the particle system contains. The emitters are updated and drawn in the order they appear in the list, and can be re-ordered. For more information, see [Emitters](emitters.md).
## See also
@@ -47,4 +47,4 @@ With a particle system entity selected, you can edit its properties in the **Pro
* [Materials](materials.md)
* [Spawners](spawners.md)
* [Initializers](initializers.md)
-* [Updaters](updaters.md)
\ No newline at end of file
+* [Updaters](updaters.md)
diff --git a/en/manual/particles/ribbons-and-trails.md b/en/manual/particles/ribbons-and-trails.md
index 2d4fee0d8..2b1220ccf 100644
--- a/en/manual/particles/ribbons-and-trails.md
+++ b/en/manual/particles/ribbons-and-trails.md
@@ -46,7 +46,7 @@ To sort the particles, under **Particle System > Source > Emitters**, change the
If your particles have the same **lifespan** property, and are emitted no more than once per frame (usually the case at 30 particles per second or fewer), you can sort them by age.
-However, if you spawn several particles per second or your particles vary in lifespan, sorting by age doesn't provide a consistent order, as the sorting parameter changes between frames. In this case, you should sort the particles by order. To do this, you need to add a **spawn order initializer**. To do this, in the entity properties, under **Particle System > Source > Emitters**, next to **Initializers**, click  (**Add**) and select **Spawn Order**.
+However, if you spawn several particles per second or your particles vary in lifespan, sorting by age doesn't provide a consistent order, as the sorting parameter changes between frames. In this case, you should sort the particles by order. To do this, you need to add a **spawn order initializer**. To do this, in the entity properties, under **Particle System > Source > Emitters**, next to **Initializers**, click โ (**Add**) and select **Spawn Order**.

@@ -69,7 +69,7 @@ Unlike billboards, which are individual quads, ribbons and trails have a single

- * **DistanceBased**: The texture is repeated based on the actual world length of the ribbon or trail rather than the number of particles. The **UV Factor** defines the distance in [world units](../game-studio/world-units.md) after which the texture repeats
+ * **DistanceBased**: The texture is repeated based on the actual world length of the ribbon or trail rather than the number of particles. The **UV Factor** defines the distance in [world units](../scenes/entities/transform/world-units.md) after which the texture repeats

@@ -101,4 +101,4 @@ For an example of a project that uses ribbons and trails, try the **Ribbon Parti
* [Shapes](shapes.md)
* [Tutorial: Create a trail](tutorials/create-a-trail.md)
-* [Tutorial: Lasers and lightning](tutorials/lasers-and-lightning.md)
\ No newline at end of file
+* [Tutorial: Lasers and lightning](tutorials/lasers-and-lightning.md)
diff --git a/en/manual/particles/tutorials/create-a-trail.md b/en/manual/particles/tutorials/create-a-trail.md
index c59e1da2e..2b7151039 100644
--- a/en/manual/particles/tutorials/create-a-trail.md
+++ b/en/manual/particles/tutorials/create-a-trail.md
@@ -32,13 +32,13 @@ This tutorial demonstrates how to use particles to create a [trail effect](../ri

-3. Under the **Animations** component, click  (**Add**).
+3. Under the **Animations** component, click โ (**Add**).

4. Type a name for the animation.
-5. Next to **Clip**, click  (**Select an asset**).
+5. Next to **Clip**, click ๐ (**Select an asset**).

@@ -65,7 +65,7 @@ This tutorial demonstrates how to use particles to create a [trail effect](../ri
>[!Note]
>If the animation script isn't in the list of components, in the taskbar, save your project and click **Reload game assemblies and update scripts**.
-10. Under the **Animation** component, under **Item 0**, click  (**Select an asset**).
+10. Under the **Animation** component, under **Item 0**, click ๐ (**Select an asset**).

@@ -113,7 +113,7 @@ First we'll build a basic trail, just to see how it looks.

-3. Next to **Emitters**, click  (**Add**). This adds a new particle emitter.
+3. Next to **Emitters**, click โ (**Add**). This adds a new particle emitter.
4. Under the emitter properties, set the **Shape** to **Trail**.
@@ -123,13 +123,13 @@ First we'll build a basic trail, just to see how it looks.

-6. Next to **Spawners**, click  (**Add**) and select **Per frame**.
+6. Next to **Spawners**, click โ (**Add**) and select **Per frame**.

This adds a per-frame spawner to the emitter, which spawns X number of particles per frame (as opposed to, say, per second).
-7. Next to **Initializers**, click  (**Add**) and select **Velocity**.
+7. Next to **Initializers**, click โ (**Add**) and select **Velocity**.

@@ -143,7 +143,7 @@ First we'll build a basic trail, just to see how it looks.
This restricts the particles to the Y axis, like an infinitely thin sheet of paper.
-9. Next to **Initializers**, click  (**Add**) and select **Direction**.
+9. Next to **Initializers**, click โ (**Add**) and select **Direction**.

@@ -165,7 +165,7 @@ We have a trail, but it doesn't look too good yet. It's too long, it's a single
Because the particles are rendered as billboards, the segments of the trail interconnect strangely. To create a proper trail effect, we need to sort the particles into an order by adding a **spawn order initializer**.
-1. In the SwordModel properties, under **Particle System > Source > Emitters**, next to **Initializers**, click  (**Add**) and select **Spawn Order**.
+1. In the SwordModel properties, under **Particle System > Source > Emitters**, next to **Initializers**, click โ (**Add**) and select **Spawn Order**.
>[!Note]
>Make sure you don't select **Spawn Order (Parent)** or **Spawn Order (Group)**.
@@ -212,7 +212,7 @@ To fix the color, we'll give the particles a "swoosh" texture:

-3. In the **SwordModel** properties, expand **Emitters > Material**. Click  (**Select an asset**). Browse to the **Textures** folder and select **swoosh.png**.
+3. In the **SwordModel** properties, expand **Emitters > Material**. Click ๐ (**Select an asset**). Browse to the **Textures** folder and select **swoosh.png**.

@@ -240,7 +240,7 @@ We're getting closer. But the trail doesn't disappear, so it looks like it's att
## 7. Make the particle effect a prefab
-So far, we've created a particle effect by attaching it as a component to the sword. Now we're going to separate the effect from the sword and make it an independent entity we can turn on and off when we like. To do this, we'll create a prefab. For more information about prefabs, see the [prefab documentation](../../game-studio/prefabs/index.md).
+So far, we've created a particle effect by attaching it as a component to the sword. Now we're going to separate the effect from the sword and make it an independent entity we can turn on and off when we like. To do this, we'll create a prefab. For more information about prefabs, see the [prefab documentation](../../scenes/prefabs/index.md).
1. Right-click the **SwordModel** and select **Create prefab from selection**.
@@ -306,7 +306,7 @@ We've created a sword trail effect prefab. Next we'll use a script to spawn the

-9. Under the **SpawnTrail** component properties, next to **Source**, click  (**Select an asset**).
+9. Under the **SpawnTrail** component properties, next to **Source**, click ๐ (**Select an asset**).

@@ -421,4 +421,4 @@ If you'd like to see how it works, [download the project file](media/MyTrailEffe
* [Tutorial: Lasers and lightning](lasers-and-lightning.md)
* [Particles](../index.md)
* [Create particles](../create-particles.md)
-* [Model node links](../../animation/model-node-links.md)
\ No newline at end of file
+* [Model node links](../../animation/model-node-links.md)
diff --git a/en/manual/physics-bullet/collider-shapes.md b/en/manual/physics-bullet/collider-shapes.md
index cb8882454..f2900e606 100644
--- a/en/manual/physics-bullet/collider-shapes.md
+++ b/en/manual/physics-bullet/collider-shapes.md
@@ -136,10 +136,10 @@ Game Studio creates a collider shape asset from the model.

- To do this, drag the asset from the **Asset View** to the **Shape** field in the Property Grid. Alternatively, click  (**Select an asset**) and browse to the asset.
+ To do this, drag the asset from the **Asset View** to the **Shape** field in the Property Grid. Alternatively, click ๐ (**Select an asset**) and browse to the asset.
## See also
* [Colliders](colliders.md)
* [Tutorial: Create a bouncing ball](create-a-bouncing-ball.md)
-* [Tutorial: Script a trigger](script-a-trigger.md)
\ No newline at end of file
+* [Tutorial: Script a trigger](script-a-trigger.md)
diff --git a/en/manual/physics-bullet/create-a-bouncing-ball.md b/en/manual/physics-bullet/create-a-bouncing-ball.md
index cd26b3087..6e2753052 100644
--- a/en/manual/physics-bullet/create-a-bouncing-ball.md
+++ b/en/manual/physics-bullet/create-a-bouncing-ball.md
@@ -28,7 +28,7 @@ Let's begin by adding a [static collider](static-colliders.md) component to the
3. Set the [collider shape](collider-shapes.md) to match the shape of the entity. To do this, in the **Property Grid**, expand the **Static Collider component** to view its properties.
-4. Next to **Collider Shapes**, click  (**Add**) and select **Infinite Plane**.
+4. Next to **Collider Shapes**, click โ (**Add**) and select **Infinite Plane**.

@@ -46,7 +46,7 @@ Next, we'll add a [rigidbody](rigid-bodies.md) component to the sphere. A rigidb
3. Just like we did for the Ground entity, set the [collider shape](collider-shapes.md) to match the entity. To do this, in the **Property Grid**, expand the **Rigidbody component** to view its properties.
-4. Next to **Collider Shapes**, click  (**Add**) and select **Sphere**.
+4. Next to **Collider Shapes**, click โ (**Add**) and select **Sphere**.

@@ -126,4 +126,4 @@ Now we've created a bouncing ball, we can use it to learn about triggers. For mo
* [Colliders](colliders.md)
* [Collider shape](collider-shapes.md)
-* [Tutorial: Script a trigger](script-a-trigger.md)
\ No newline at end of file
+* [Tutorial: Script a trigger](script-a-trigger.md)
diff --git a/en/manual/physics-bullet/rigid-bodies.md b/en/manual/physics-bullet/rigid-bodies.md
index 3739e8e5e..5cfca59f4 100644
--- a/en/manual/physics-bullet/rigid-bodies.md
+++ b/en/manual/physics-bullet/rigid-bodies.md
@@ -20,7 +20,7 @@
3. Set the [collider shape](collider-shapes.md) to match the entity. To do this, in the **Property Grid**, expand the **Rigidbody component** to view its properties.
-4. Next to **Collider Shapes**, click  (**Add**) and select the shape you want.
+4. Next to **Collider Shapes**, click โ (**Add**) and select the shape you want.

@@ -57,4 +57,4 @@ Collider Shapes | Adds a [collider shape](collider-shapes.md).
* [Static colliders](static-colliders.md)
* [Characters](characters.md)
* [Collider shapes](collider-shapes.md)
-* [Triggers](triggers.md)
\ No newline at end of file
+* [Triggers](triggers.md)
diff --git a/en/manual/physics-bullet/script-a-trigger.md b/en/manual/physics-bullet/script-a-trigger.md
index 8fd6fea7c..6ab0d6513 100644
--- a/en/manual/physics-bullet/script-a-trigger.md
+++ b/en/manual/physics-bullet/script-a-trigger.md
@@ -54,7 +54,7 @@ Now we'll add a trigger between the ball and the ground, so the ball passes thro
This makes the collider a trigger. This means objects can pass through it, but are still detected in the code.
-6. We need to give the trigger a shape. Next to **Collider Shapes**, click  (**Add**) and select **Box**.
+6. We need to give the trigger a shape. Next to **Collider Shapes**, click โ (**Add**) and select **Box**.

@@ -90,7 +90,7 @@ Right now, the trigger is invisible at runtime. To better show how the trigger w
Game Studio adds a model component to the entity.
-5. Under **Model**, click  (**Select an asset**).
+5. Under **Model**, click ๐ (**Select an asset**).

@@ -98,7 +98,7 @@ Right now, the trigger is invisible at runtime. To better show how the trigger w

-7. In the **Property Grid**, under **Model > Materials**, click  (**Select an asset**).
+7. In the **Property Grid**, under **Model > Materials**, click ๐ (**Select an asset**).

@@ -291,4 +291,4 @@ namespace TransformTrigger
* [Tutorial: Create a bouncing ball](create-a-bouncing-ball.md)
* [Colliders](colliders.md)
* [Collider shapes](collider-shapes.md)
-* [Scripts](../scripts/index.md)
\ No newline at end of file
+* [Scripts](../scripts/index.md)
diff --git a/en/manual/physics-bullet/simulation.md b/en/manual/physics-bullet/simulation.md
index 50ccc198b..e20bd5bf4 100644
--- a/en/manual/physics-bullet/simulation.md
+++ b/en/manual/physics-bullet/simulation.md
@@ -22,10 +22,10 @@ You can change how Stride initializes the [simulation](xref:Stride.Physics.Simul
At runtime, you can change some [Simulation](xref:Stride.Physics.Simulation) parameters:
-* `Gravity` โ the global gravity, in [world units](../game-studio/world-units.md) per second squared
+* `Gravity` โ the global gravity, in [world units](../scenes/entities/transform/world-units.md) per second squared
* `FixedTimeStep` โ the length of a simulation timestep, in seconds
* `MaxSubSteps` โ the maximum number of fixed timesteps the engine takes per update
## See also
* [Colliders](colliders.md)
-* [Collider shapes](collider-shapes.md)
\ No newline at end of file
+* [Collider shapes](collider-shapes.md)
diff --git a/en/manual/physics-bullet/static-colliders.md b/en/manual/physics-bullet/static-colliders.md
index 78550c956..c61a7e66c 100644
--- a/en/manual/physics-bullet/static-colliders.md
+++ b/en/manual/physics-bullet/static-colliders.md
@@ -19,7 +19,7 @@
3. Set the [collider shape](collider-shapes.md) to match the shape of the entity. To do this, in the **Property Grid**, expand the **Static Collider component** to view its properties.
-4. Next to **Collider Shapes**, click  (**Add**) and select the shape you want.
+4. Next to **Collider Shapes**, click โ (**Add**) and select the shape you want.

@@ -57,4 +57,4 @@ PhysicsComponent.UpdatePhysicsTransformation();
* [Rigidbodies](rigid-bodies.md)
* [Characters](characters.md)
* [Collider shapes](collider-shapes.md)
-* [Triggers](triggers.md)
\ No newline at end of file
+* [Triggers](triggers.md)
diff --git a/en/manual/physics/collider-shapes.md b/en/manual/physics/collider-shapes.md
index f2f106cfc..073cfda6c 100644
--- a/en/manual/physics/collider-shapes.md
+++ b/en/manual/physics/collider-shapes.md
@@ -44,7 +44,7 @@ Convex shapes are easier to test for collision, simulate and find intersections
2. Select the entity you want to add this Convex Hull to, add in a collidable component as is described in the [static](static-colliders.md) or [body](rigid-bodies.md) section.
-3. Next to `Colliders`, click  (**Add**) and select `ConvexHullCollider`
+3. Next to `Colliders`, click โ (**Add**) and select `ConvexHullCollider`

@@ -70,4 +70,4 @@ Okay, so maybe you actually truly really seriously need an actual mobile mesh. K
* [Colliders](colliders.md)
* [Tutorial: Create a bouncing ball](create-a-bouncing-ball.md)
-* [Tutorial: Script a trigger](script-a-trigger.md)
\ No newline at end of file
+* [Tutorial: Script a trigger](script-a-trigger.md)
diff --git a/en/manual/physics/create-a-bouncing-ball.md b/en/manual/physics/create-a-bouncing-ball.md
index 85372fe5c..bb1333b71 100644
--- a/en/manual/physics/create-a-bouncing-ball.md
+++ b/en/manual/physics/create-a-bouncing-ball.md
@@ -23,7 +23,7 @@ Let's begin by adding a [static collider](static-colliders.md) component to the
3. Set the [collider shape](collider-shapes.md) to match the shape of the entity. To do this, in the **Property Grid**, expand the **Static Component** to view its properties.
-4. Next to **Colliders**, click  (**Add**) and select **Box Collider**.
+4. Next to **Colliders**, click โ (**Add**) and select **Box Collider**.

@@ -43,7 +43,7 @@ Next, we'll add a [body](rigid-bodies.md) component to the sphere. A body is a p
3. Just like we did for the Ground entity, set the [collider shape](collider-shapes.md) to match the entity. To do this, in the **Property Grid**, expand the **Body Component** to view its properties.
-4. Next to **Colliders**, click  (**Add**) and select **Sphere**.
+4. Next to **Colliders**, click โ (**Add**) and select **Sphere**.

@@ -109,4 +109,4 @@ Now that we've created a bouncing ball, we can use it to learn to [Script a trig
* [Colliders](colliders.md)
* [Collider shape](collider-shapes.md)
-* [Tutorial: Script a trigger](script-a-trigger.md)
\ No newline at end of file
+* [Tutorial: Script a trigger](script-a-trigger.md)
diff --git a/en/manual/physics/script-a-trigger.md b/en/manual/physics/script-a-trigger.md
index 4ff8a86cb..d4d0efb87 100644
--- a/en/manual/physics/script-a-trigger.md
+++ b/en/manual/physics/script-a-trigger.md
@@ -30,7 +30,7 @@ Now we'll add a trigger between the ball and the ground, so the ball passes thro
4. In the **Property Grid**, expand the **Static Component** to view its properties.
-5. We need to give the trigger a shape. Next to **Colliders**, click  (**Add**) and select **Box**.
+5. We need to give the trigger a shape. Next to **Colliders**, click โ (**Add**) and select **Box**.

@@ -56,7 +56,7 @@ Right now, the trigger is invisible at runtime. To better show how the trigger w
Game Studio adds a model component to the entity.
-5. Under **Model**, click  (**Select an asset**).
+5. Under **Model**, click ๐ (**Select an asset**).

@@ -64,7 +64,7 @@ Right now, the trigger is invisible at runtime. To better show how the trigger w

-7. In the **Property Grid**, under **Model > Materials**, click  (**Select an asset**).
+7. In the **Property Grid**, under **Model > Materials**, click ๐ (**Select an asset**).

diff --git a/en/manual/scenes/create-a-scene.md b/en/manual/scenes/create-a-scene.md
new file mode 100644
index 000000000..06ca6abdd
--- /dev/null
+++ b/en/manual/scenes/create-a-scene.md
@@ -0,0 +1,38 @@
+# Create a scene
+
+Beginner
+
+This page outlines how to create a new scene in the editor and during runtime.
+
+## Create a scene in Game Studio
+
+1. Select an **assets** folder in the **Solution explorer**. In a standard project, it will be the folder located under your main [project package](../files-and-folders/project-packages/index.md) (the one ending with `.Game`).
+
+ 
+
+2. In the **Asset view**, press the **โ Add asset** button and select **Scene > Scene**.
+
+ 
+
+3. Press **F2** or right click and select **Rename** to change the name of your scene and save it by pressing **Ctrl + S**.
+
+ 
+
+## Create a blank scene at runtime
+
+In Stride, it is possible to create a blank scene through code while your game is running:
+
+```csharp
+var scene = new Scene();
+```
+
+This scene isn't loadable, meaning that it can't be unloaded using the **content system**.
+
+Scenes created in code hold no benefit over entities. They can only be useful for replacing the root scene, which [isn't the recommended way of structuring your game](structuring-scenes.md).
+
+Blank scenes are used by the [splash screen](../files-and-folders/game-settings/splash-screen.md) for showing different content before loading the main scene.
+
+## See also
+
+* [Edit a scene](edit-a-scene.md)
+* [Create an asset](../assets/create-an-asset.md)
diff --git a/en/manual/scenes/edit-a-scene.md b/en/manual/scenes/edit-a-scene.md
new file mode 100644
index 000000000..498a3651a
--- /dev/null
+++ b/en/manual/scenes/edit-a-scene.md
@@ -0,0 +1,89 @@
+# Edit a scene
+
+Beginner
+Level designer
+
+Scenes are a complex asset, meaning that they require the use of a dedicated editor โ the [Scene editor](../game-studio/dedicated-editors/scene-editor/index.md).
+
+
+
+## Opening the Scene editor
+
+1. Locate your scene asset in the **Asset view**.
+
+ 
+
+2. Double click the scene or right click and select **๐ Edit asset...**
+
+ 
+
+3. The Scene editor should now appear.
+
+ 
+
+> [!TIP]
+> You can have multiple Scene editors opened and switch between them using tabs.
+>
+> 
+
+## Navigating the Scene editor
+
+The Scene editor consists of two components: the [Entity tree](../game-studio/dedicated-editors/scene-editor/entity-tree.md) and the [Viewport](../game-studio/dedicated-editors/scene-editor/viewport.md).
+
+
+
+### Entity tree
+
+The [Entity tree](../game-studio/dedicated-editors/scene-editor/entity-tree.md) shows the contents of a scene in a tree-like structure. It allows you to change the order of entities and their parents, as well as quickly find specific elements.
+
+
+
+Selecting an element will make the **Property grid** display its properties.
+
+
+
+For more information about other features of the Entity tree, read [Entity tree](../game-studio/dedicated-editors/scene-editor/entity-tree.md).
+
+### Viewport
+
+The [Viewport](../game-studio/dedicated-editors/scene-editor/viewport.md) displays a 3D or 2D preview of a scene, without running the game. It allows you to look at the environment from different angles and change the transform of entities in an intuitive and visual way.
+
+
+
+[!INCLUDE [viewport-navigation](../../includes/scenes/viewport-navigation.md)]
+
+Entities can be selected from the **Viewport** by just clicking on them.
+
+
+
+For more information on how to use the Viewport, read [Viewport](../game-studio/dedicated-editors/scene-editor/viewport.md).
+
+## Modifying the scene structure
+
+The [Entity tree](../game-studio/dedicated-editors/scene-editor/viewport.md) supports **drag & drop**, meaning that you can **easily rearrange entities with your mouse**.
+
+[!INCLUDE [drag-and-drop-behavior-note](../../includes/scenes/drag-and-drop-behavior-note.md)]
+
+## Editing entities
+
+The **Property grid** displays a list of properties of the selected entities. It let's you add new components and manage their values.
+
+
+
+For more information about components, visit [Components](entities/components.md).
+
+## Transforming entities
+
+The [Viewport](../game-studio/dedicated-editors/scene-editor/viewport.md) displays a transformation gizmo next to selected entities. You can use it to move, rotate and scale objects in a visual way by clicking on a part of the gizmo and dragging it.
+
+
+
+You can also set explicit values by editing properties of an entity's transform component in the **Property grid**.
+
+
+
+For more information about how to use the Viewport, visit [Viewport](../game-studio/dedicated-editors/scene-editor/viewport.md).
+
+## See also
+
+* [Scene editor](../game-studio/dedicated-editors/scene-editor/index.md)
diff --git a/en/manual/scenes/entities/components.md b/en/manual/scenes/entities/components.md
new file mode 100644
index 000000000..1f9030cfa
--- /dev/null
+++ b/en/manual/scenes/entities/components.md
@@ -0,0 +1,81 @@
+# Components
+
+Beginner
+Designer
+Programmer
+
+Every entity has a list of **components** that define what the entity is, how it looks and how it behaves.
+
+## Create a new component
+
+Stride allows you to create your own components with scripts. For more information, visit [Scripts](../../scripts/index.md).
+
+## Add a component in Game Studio
+
+1. Select an entity in the **Entity tree**. This will make your entity's components show up in the **Property grid**.
+
+ 
+
+2. Press the **โ Add component** button located at the top and select a component.
+
+ 
+
+## Manage components in code
+
+When coding in Stride, you are given full control over components in entities.
+
+To add a component use [`Entity.Add`](xref:Stride.Engine.Entity.Add*).
+
+```csharp
+var myComponent = new MyComponent();
+Entity.Add(myComponent);
+```
+
+To get a component use [`Entity.Get`](xref:Stride.Engine.Entity.Get*), [`Entity.GetAll`](xref:Stride.Engine.Entity.GetAll*) or [`Entity.GetOrCreate`](xref:Stride.Engine.Entity.GetOrCreate*).
+
+```csharp
+// Get a single component
+var component = Entity.Get