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  1. 1 1
      GUIDELINES.md
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      LICENSE.md
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      en/manual/animation/animation-properties.md
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      en/manual/animation/animation-scripts.md
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      en/manual/animation/custom-attributes.md
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      en/manual/animation/custom-blend-trees.md
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      en/manual/animation/import-animations.md
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      en/manual/animation/procedural-animation.md
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      en/manual/audio/play-a-range-within-an-audio-file.md
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      en/manual/particles/tutorials/custom-particles.md
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      en/manual/particles/tutorials/media/SpawnTrail.cs
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      en/manual/particles/tutorials/particle-materials.md
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      en/manual/scripts/index.md
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      en/manual/scripts/types-of-script.md
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      en/manual/xenko-for-unity-developers/index.md
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  84. 1 1
      jp/manual/animation/import-animations.md
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      jp/manual/animation/procedural-animation.md
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      jp/manual/audio/audio-emitters.md
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      jp/manual/audio/global-audio-settings.md
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      jp/manual/game-studio/game-settings.md
  93. 1 1
      jp/manual/get-started/launch-a-game.md
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      jp/manual/graphics/lights-and-shadows/add-a-light.md
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+ 1 - 1
GUIDELINES.md

@@ -623,7 +623,7 @@ Adding a link to a reference API can be done the following way:
 
 Example:
 ```
-Use the @'SiliconStudio.Xenko.Audio.SoundEffectInstance.Play' function start playing a sound.
+Use the @'Xenko.Audio.SoundEffectInstance.Play' function start playing a sound.
 Playing an ongoing sound has no effect. Playing a stopped sound restart the sound from beginning.
 ```
 

+ 1 - 1
LICENSE.md

@@ -1,5 +1,5 @@
 // Copyright (c) 2014-2018 Silicon Studio Corp. (http://siliconstudio.co.jp)
-// Copyright (c) 2018 Xenko Team (https://xenko.com)
+// Copyright (c) 2018 Xenko contributors (https://xenko.com)
 
 All the Xenko documentation and the media it contains is licensed under the 
 Creative Commons Attribution 4.0 International License. 

+ 3 - 3
en/manual/animation/animation-properties.md

@@ -52,15 +52,15 @@ Make sure you reference the same skeleton used by the model you want to animate.
 
 ## Root motion
 
-When root motion is enabled, Xenko applies the **root node animation** to the [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) of the entity you add the animation to, instead of applying it to the skeleton.
+When root motion is enabled, Xenko applies the **root node animation** to the [TransformComponent](xref:Xenko.Engine.TransformComponent) of the entity you add the animation to, instead of applying it to the skeleton.
 
 This is useful, for example, to animate entities that don't require skeletons, such as a [spot light](../graphics/lights-and-shadows/spot-lights.md) moving back and forth.
 
 >[!Note]
->If the animation has no skeleton specified in **Skeleton**, Xenko always applies the animation to [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent), even if **root motion** is disabled.
+>If the animation has no skeleton specified in **Skeleton**, Xenko always applies the animation to [TransformComponent](xref:Xenko.Engine.TransformComponent), even if **root motion** is disabled.
 
 >[!Note]
->The [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) applies an offset to the model node position. If you don't want to add an offset, make sure the [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) is set to `0,0,0`.
+>The [TransformComponent](xref:Xenko.Engine.TransformComponent) applies an offset to the model node position. If you don't want to add an offset, make sure the [TransformComponent](xref:Xenko.Engine.TransformComponent) is set to `0,0,0`.
 
 ## Import custom attributes
 

+ 6 - 6
en/manual/animation/animation-scripts.md

@@ -5,18 +5,18 @@
 
 Animations are controlled using scripts. 
 
-You can add an [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) to an entity and [set up its parameters](set-up-animations.md) in Game Studio. The [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) class is designed to be used mainly from a script. 
+You can add an [AnimationComponent](xref:Xenko.Engine.AnimationComponent) to an entity and [set up its parameters](set-up-animations.md) in Game Studio. The [AnimationComponent](xref:Xenko.Engine.AnimationComponent) class is designed to be used mainly from a script. 
 
 The more useful properties include:
 
 | Property | Description
 | -------- | -----------
-| [Animations](xref:SiliconStudio.Xenko.Engine.AnimationComponent#SiliconStudio_Xenko_Engine_AnimationComponent_Animations) | Gets the animation clips associated with this [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent)
-| [BlendTreeBuilder](xref:SiliconStudio.Xenko.Engine.AnimationComponent#SiliconStudio_Xenko_Engine_AnimationComponent_BlendTreeBuilder) | Gets or sets animation blend tree builder. Note you can create custom blend trees; for more information, see [Custom blend tree](custom-blend-trees.md)
-| [PlayingAnimations](xref:SiliconStudio.Xenko.Engine.AnimationComponent#SiliconStudio_Xenko_Engine_AnimationComponent_PlayingAnimations) | Gets the list of active animations. Use it to customize your startup animations. The playing animations are updated automatically by the animation processor, so be careful when changing the list or keeping a reference to a playing animation
+| [Animations](xref:Xenko.Engine.AnimationComponent#Xenko_Engine_AnimationComponent_Animations) | Gets the animation clips associated with this [AnimationComponent](xref:Xenko.Engine.AnimationComponent)
+| [BlendTreeBuilder](xref:Xenko.Engine.AnimationComponent#Xenko_Engine_AnimationComponent_BlendTreeBuilder) | Gets or sets animation blend tree builder. Note you can create custom blend trees; for more information, see [Custom blend tree](custom-blend-trees.md)
+| [PlayingAnimations](xref:Xenko.Engine.AnimationComponent#Xenko_Engine_AnimationComponent_PlayingAnimations) | Gets the list of active animations. Use it to customize your startup animations. The playing animations are updated automatically by the animation processor, so be careful when changing the list or keeping a reference to a playing animation
 
 >[!Note]
->Animation clips you reference in scripts must be added to the same entity under the [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent).
+>Animation clips you reference in scripts must be added to the same entity under the [AnimationComponent](xref:Xenko.Engine.AnimationComponent).
 
 >![Animations added to component](media/animations-added-to-component.png)
 
@@ -49,7 +49,7 @@ To use the **AnimationStart** script:
 This sample script assigns a simple animation to a character based on its walking speed.
 
 ```cs
-using SiliconStudio.Xenko.Engine;
+using Xenko.Engine;
 
 namespace AdditiveAnimation
 {

+ 5 - 5
en/manual/animation/custom-attributes.md

@@ -31,11 +31,11 @@ To look up an attribute, use `NodeName_AttributeName`. For example, if you have
 ### Example script
 
 ```cs
-using SiliconStudio.Xenko.Animations;
-using SiliconStudio.Xenko.Engine;
-using SiliconStudio.Xenko.Rendering;
-using SiliconStudio.Xenko.Audio;
-using SiliconStudio.Xenko.Rendering.Materials;
+using Xenko.Animations;
+using Xenko.Engine;
+using Xenko.Rendering;
+using Xenko.Audio;
+using Xenko.Rendering.Materials;
  
 namespace Sample
 { 

+ 1 - 1
en/manual/animation/custom-blend-trees.md

@@ -3,7 +3,7 @@
 <span class="label label-doc-level">Advanced</span>
 <span class="label label-doc-audience">Programmer</span>
 
-The [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) has the property [AnimationComponent.BlendTreeBuilder](xref:SiliconStudio.Xenko.Engine.AnimationComponent#SiliconStudio_Xenko_Engine_AnimationComponent_BlendTreeBuilder). If you want absolute control over which animations are played, how are they blended and what weights they have, you can create a script which inherits from `IBlendTreeBuilder` and assign it to the BlendTreeBuilder under your animation component.
+The [AnimationComponent](xref:Xenko.Engine.AnimationComponent) has the property [AnimationComponent.BlendTreeBuilder](xref:Xenko.Engine.AnimationComponent#Xenko_Engine_AnimationComponent_BlendTreeBuilder). If you want absolute control over which animations are played, how are they blended and what weights they have, you can create a script which inherits from `IBlendTreeBuilder` and assign it to the BlendTreeBuilder under your animation component.
 
 When the animation component is updated, it calls `void BuildBlendTree(FastList<AnimationOperation> animationList)` on your script instead of updating the animations itself. This allows you to choose any combination of animation clips, speeds and blends, but is also more difficult, as all the heavy lifting is now on the script side.
 

+ 1 - 1
en/manual/animation/import-animations.md

@@ -47,7 +47,7 @@ You can view and edit their properties in the **Property Grid** (on the right by
 
 ## Use an animation asset
 
-To use an animation asset, add an [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) to an entity, then add the animation asset to the animation component. For more information, see [Set up animations](set-up-animations.md).
+To use an animation asset, add an [AnimationComponent](xref:Xenko.Engine.AnimationComponent) to an entity, then add the animation asset to the animation component. For more information, see [Set up animations](set-up-animations.md).
 
 >[!Note]
 >Make sure you correctly skin your mesh to the skeleton. If you don't, you won't be able to animate your model correctly.

+ 1 - 1
en/manual/animation/model-node-links.md

@@ -54,7 +54,7 @@ For example, imagine you have two models: a knight, and a sword. The character h
 
 ## Offset
 
-To add an offset to the linked entity, use the entity's [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent).
+To add an offset to the linked entity, use the entity's [TransformComponent](xref:Xenko.Engine.TransformComponent).
 
 ![Transform](media/transform-component.png)
 

+ 4 - 4
en/manual/animation/procedural-animation.md

@@ -5,13 +5,13 @@
 
 **Procedural animation** is an alternative method of animation. Instead of creating animations yourself, you can use engine components to animate 3D models at runtime. 
 
-In some cases, this creates more effective and efficient animations. For example, imagine a shrink effect that happens when the player shoots a monster with a shrink weapon. Instead of creating a complex shrinking animation, you can access the entity [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) and simply scale the enemy down to the required size.
+In some cases, this creates more effective and efficient animations. For example, imagine a shrink effect that happens when the player shoots a monster with a shrink weapon. Instead of creating a complex shrinking animation, you can access the entity [TransformComponent](xref:Xenko.Engine.TransformComponent) and simply scale the enemy down to the required size.
 
 You can access multiple components to animate your models at runtime, including:
 
-* [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent)
-* [LightComponent](xref:SiliconStudio.Xenko.Engine.LightComponent)
-* [RigidBodyComponent](xref:SiliconStudio.Xenko.Physics.RigidbodyComponent)
+* [TransformComponent](xref:Xenko.Engine.TransformComponent)
+* [LightComponent](xref:Xenko.Engine.LightComponent)
+* [RigidBodyComponent](xref:Xenko.Physics.RigidbodyComponent)
 
 ## Code sample
 

+ 13 - 13
en/manual/audio/audio-emitters.md

@@ -4,12 +4,12 @@
 <span class="label label-doc-audience">Programmer</span>
 <span class="label label-doc-audience">Designer</span>
 
-[Audio emitter components](xref:SiliconStudio.Xenko.Audio.AudioEmitter) emit audio used to create [spatialized audio](spatialized-audio.md). You can add them to any entity.
+[Audio emitter components](xref:Xenko.Audio.AudioEmitter) emit audio used to create [spatialized audio](spatialized-audio.md). You can add them to any entity.
 
 The pitch and volume of the sound changes as the [audio listener](audio-listeners.md) moves closer to and away from the audio emitter.
 
 > [!Note] 
-You need at least one [AudioListenerComponent](xref:SiliconStudio.Xenko.Audio.AudioListener) in the scene to hear audio from audio emitters.
+You need at least one [AudioListenerComponent](xref:Xenko.Audio.AudioListener) in the scene to hear audio from audio emitters.
 
 ## 1. Set up an audio emitter asset
 
@@ -55,7 +55,7 @@ You need at least one [AudioListenerComponent](xref:SiliconStudio.Xenko.Audio.Au
 
 Now we need to create a script to play and configure the audio asset.
 
-1. In your script, instantiate [AudioEmitterSoundController](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController) for each sound you want to use in the script.
+1. In your script, instantiate [AudioEmitterSoundController](xref:Xenko.Audio.AudioEmitterSoundController) for each sound you want to use in the script.
 
    For example, say we have two sounds, **MySound1** and **MySound2**:
    
@@ -65,18 +65,18 @@ Now we need to create a script to play and configure the audio asset.
 	AudioEmitterSoundController mySound2Controller = audioEmitterComponent["MySound2"];
 	```
 
-2. Use the following [AudioEmitterSoundController](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController) properties and methods to play and configure the audio:
+2. Use the following [AudioEmitterSoundController](xref:Xenko.Audio.AudioEmitterSoundController) properties and methods to play and configure the audio:
 
 | Property / method | Description |
 |-------    |-------|
-| [IsLooping](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.IsLooping) | Loops audio. Has no effect if [PlayAndForget()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.PlayAndForget) is set to true.|
-| [Pitch](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Pitch)     | Gets or sets sound pitch (frequency). Use with caution for spatialized audio. |
-| [PlayState](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.PlayState)	| Gets the current state of the audio emitter sound controller. |
-| [Volume](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Volume)	| Volume of the audio. | 
-| [Pause()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Pause)	| Pauses audio. |
-| [Play()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Play)      | Plays audio. |
-| [PlayAndForget()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.PlayAndForget)| Plays audio once, then clears the memory. Useful for short sounds such as gunshots. Overrides [IsLooping](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.IsLooping).|
-| [Stop()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Stop)	| Stops audio. |
+| [IsLooping](xref:Xenko.Audio.AudioEmitterSoundController.IsLooping) | Loops audio. Has no effect if [PlayAndForget()](xref:Xenko.Audio.AudioEmitterSoundController.PlayAndForget) is set to true.|
+| [Pitch](xref:Xenko.Audio.AudioEmitterSoundController.Pitch)     | Gets or sets sound pitch (frequency). Use with caution for spatialized audio. |
+| [PlayState](xref:Xenko.Audio.AudioEmitterSoundController.PlayState)	| Gets the current state of the audio emitter sound controller. |
+| [Volume](xref:Xenko.Audio.AudioEmitterSoundController.Volume)	| Volume of the audio. | 
+| [Pause()](xref:Xenko.Audio.AudioEmitterSoundController.Pause)	| Pauses audio. |
+| [Play()](xref:Xenko.Audio.AudioEmitterSoundController.Play)      | Plays audio. |
+| [PlayAndForget()](xref:Xenko.Audio.AudioEmitterSoundController.PlayAndForget)| Plays audio once, then clears the memory. Useful for short sounds such as gunshots. Overrides [IsLooping](xref:Xenko.Audio.AudioEmitterSoundController.IsLooping).|
+| [Stop()](xref:Xenko.Audio.AudioEmitterSoundController.Stop)	| Stops audio. |
 
 For example:
 
@@ -87,7 +87,7 @@ mySound1Controller.Volume = 0.5f;
 mySound1Controller.Play();
 ```
 
-This sound will loop at double the original pitch and half the original volume. For more information, see the [AudioEmitterSoundController Xenko API documentation](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController).
+This sound will loop at double the original pitch and half the original volume. For more information, see the [AudioEmitterSoundController Xenko API documentation](xref:Xenko.Audio.AudioEmitterSoundController).
 
 ## 3. Add the script to the audio emitter entity
 

+ 2 - 2
en/manual/audio/audio-listeners.md

@@ -17,14 +17,14 @@ To create an audio listener, attach an **audio listener component** to an entity
 
     ![Select an entity](media/audio-add-audiolistener-component-select-entity.png)
 
-2. In the **Property Grid**, click _Add Component_ and select [Audio listener component](xref:SiliconStudio.Xenko.Audio.AudioListener):
+2. In the **Property Grid**, click _Add Component_ and select [Audio listener component](xref:Xenko.Audio.AudioListener):
 
     ![Add AudioListener Component](media/audio-add-audiolistener-component.png)
 
     The entity is now an audio listener.
 
 > [!Warning] 
-On iOS, you can create multiple objects with [Audio listener component](xref:SiliconStudio.Xenko.Audio.AudioListener) in a scene, but only one is used at runtime.
+On iOS, you can create multiple objects with [Audio listener component](xref:Xenko.Audio.AudioListener) in a scene, but only one is used at runtime.
 
 ## See also
 * [Spatialized audio](spatialized-audio.md)

+ 3 - 3
en/manual/audio/custom-audio-data.md

@@ -3,12 +3,12 @@
 <span class="label label-doc-level">Advanced</span>
 <span class="label label-doc-audience">Programmer</span>
 
-You can generate audio using your own mechanism. To do this, create a subclass of [DynamicSoundSource](xref:SiliconStudio.Xenko.Audio.DynamicSoundSource).
-For an example of how to implement this, see the [CompressedSoundSource` source code](https://github.com/SiliconStudio/xenko/blob/master-1.8/sources/engine/SiliconStudio.Xenko.Audio/CompressedSoundSource.cs).
+You can generate audio using your own mechanism. To do this, create a subclass of [DynamicSoundSource](xref:Xenko.Audio.DynamicSoundSource).
+For an example of how to implement this, see the [CompressedSoundSource` source code](https://github.com/SiliconStudio/xenko/blob/master-1.8/sources/engine/Xenko.Audio/CompressedSoundSource.cs).
 
 ## Example code
 
-To play a custom [DynamicSoundSource](xref:SiliconStudio.Xenko.Audio.DynamicSoundSource) at runtime, use:
+To play a custom [DynamicSoundSource](xref:Xenko.Audio.DynamicSoundSource) at runtime, use:
 
 ```
 int sampleRate = 48000;

+ 6 - 6
en/manual/audio/global-audio-settings.md

@@ -5,17 +5,17 @@
 
 Global audio settings apply to all the audio in your project. 
 
-You can control the global audio settings by accessing the [AudioEngine](xref:SiliconStudio.Xenko.Audio.AudioEngine) **properties** class:
+You can control the global audio settings by accessing the [AudioEngine](xref:Xenko.Audio.AudioEngine) **properties** class:
 
 | Property | Function |
 |--- | --- |
-| [MasterVolume](xref:SiliconStudio.Xenko.Audio.AudioEngine.MasterVolume) | Sets the master volume. |
-| [PauseAudio](xref:SiliconStudio.Xenko.Audio.AudioEngine.PauseAudio) | Pauses all audio. |
-| [ResumeAudio](xref:SiliconStudio.Xenko.Audio.AudioEngine.ResumeAudio) | Resumes all audio. |
+| [MasterVolume](xref:Xenko.Audio.AudioEngine.MasterVolume) | Sets the master volume. |
+| [PauseAudio](xref:Xenko.Audio.AudioEngine.PauseAudio) | Pauses all audio. |
+| [ResumeAudio](xref:Xenko.Audio.AudioEngine.ResumeAudio) | Resumes all audio. |
 
-You can also control sounds individually using the [SoundInstance API](xref:SiliconStudio.Xenko.Audio.SoundInstance).
+You can also control sounds individually using the [SoundInstance API](xref:Xenko.Audio.SoundInstance).
 
 ## See also
 * [Spatialized audio](spatialized-audio.md)
 * [Non-spatialized audio](non-spatialized-audio.md)
-* [SoundInstance API documentation](xref:SiliconStudio.Xenko.Audio.SoundInstance)
+* [SoundInstance API documentation](xref:Xenko.Audio.SoundInstance)

+ 10 - 10
en/manual/audio/non-spatialized-audio.md

@@ -25,22 +25,22 @@ Non-spatialized audio requires no [audio emitters](audio-emitters.md) or [audio
 
 To play non-spatialized audio at runtime, create an instance of it and define its behavior in the code.
 
-The [SoundInstance](xref:SiliconStudio.Xenko.Audio.SoundInstance) controls audio at runtime with the following properties:
+The [SoundInstance](xref:Xenko.Audio.SoundInstance) controls audio at runtime with the following properties:
 
 | Property  | Function |
 |-------    |-------|
-| [IsLooping](xref:SiliconStudio.Xenko.Audio.SoundInstance.IsLooping) | Gets or sets looping of the audio. |
-| [Pan](xref:SiliconStudio.Xenko.Audio.SoundInstance.Pan)       | Sets the balance between left and right speakers. By default, each speaker a value of 0.5. |
-| [Pitch](xref:SiliconStudio.Xenko.Audio.SoundInstance.Pitch)     | Gets or sets the audio pitch (frequency). |
-| [PlayState](xref:SiliconStudio.Xenko.Audio.SoundInstance.PlayState)	| Gets the state of the [SoundInstance](xref:SiliconStudio.Xenko.Audio.SoundInstance). |
-| [Position](xref:SiliconStudio.Xenko.Audio.SoundInstance.Position)	| Gets the current play position of the audio. |
-| [Volume](xref:SiliconStudio.Xenko.Audio.SoundInstance.Volume)	| Sets the audio volume. |
+| [IsLooping](xref:Xenko.Audio.SoundInstance.IsLooping) | Gets or sets looping of the audio. |
+| [Pan](xref:Xenko.Audio.SoundInstance.Pan)       | Sets the balance between left and right speakers. By default, each speaker a value of 0.5. |
+| [Pitch](xref:Xenko.Audio.SoundInstance.Pitch)     | Gets or sets the audio pitch (frequency). |
+| [PlayState](xref:Xenko.Audio.SoundInstance.PlayState)	| Gets the state of the [SoundInstance](xref:Xenko.Audio.SoundInstance). |
+| [Position](xref:Xenko.Audio.SoundInstance.Position)	| Gets the current play position of the audio. |
+| [Volume](xref:Xenko.Audio.SoundInstance.Volume)	| Sets the audio volume. |
 
-For more details, see the [SoundInstance API documentation](xref:SiliconStudio.Xenko.Audio.SoundInstance).
+For more details, see the [SoundInstance API documentation](xref:Xenko.Audio.SoundInstance).
 
 > [!Note]
-If the sound is already playing, Xenko ignores all additional calls to [SoundInstance.Play](xref:SiliconStudio.Xenko.Audio.SoundInstance.Play).
-The same goes for [SoundInstance.Pause](xref:SiliconStudio.Xenko.Audio.SoundInstance.Pause) (when a sound is already paused) and [SoundInstance.Stop](xref:SiliconStudio.Xenko.Audio.SoundInstance.Stop) (when a sound is already stopped).
+If the sound is already playing, Xenko ignores all additional calls to [SoundInstance.Play](xref:Xenko.Audio.SoundInstance.Play).
+The same goes for [SoundInstance.Pause](xref:Xenko.Audio.SoundInstance.Pause) (when a sound is already paused) and [SoundInstance.Stop](xref:Xenko.Audio.SoundInstance.Stop) (when a sound is already stopped).
 
 For example, the following code:
 

+ 5 - 5
en/manual/audio/play-a-range-within-an-audio-file.md

@@ -3,7 +3,7 @@
 <span class="label label-doc-level">Intermediate</span>
 <span class="label label-doc-audience">Programmer</span>
 
-You can have Xenko play only certain portions of an audio asset. This means, for example, that you can create multiple samples from a single audio asset by specifying different ranges in different [SoundInstance](xref:SiliconStudio.Xenko.Audio.SoundInstance) objects.
+You can have Xenko play only certain portions of an audio asset. This means, for example, that you can create multiple samples from a single audio asset by specifying different ranges in different [SoundInstance](xref:Xenko.Audio.SoundInstance) objects.
 
 ![Loop points](media/audio-advanced-features-loop-points.png)
 
@@ -11,10 +11,10 @@ You can use the following properties, methods, and structures:
 
 | Property, method, or structure | Function |
 |---------|-----------|
-| [Sound.TotalLength](xref:SiliconStudio.Xenko.Audio.Sound.TotalLength) | The total length of the [sound](xref:SiliconStudio.Xenko.Audio.Sound). |
-| [SoundInstance.SetRange(PlayRange)](xref:SiliconStudio.Xenko.Audio.SoundInstance.SetRange(SiliconStudio.Xenko.Audio.PlayRange)) | Sets the time range to play within the audio asset. |
-| [PlayRange](xref:SiliconStudio.Xenko.Audio.PlayRange) | Time information, including the range's starting point and length. |
-| [SoundInstance.Position](xref:SiliconStudio.Xenko.Audio.SoundInstance.Position) | Gets the current play position as **TimeSpan**. |
+| [Sound.TotalLength](xref:Xenko.Audio.Sound.TotalLength) | The total length of the [sound](xref:Xenko.Audio.Sound). |
+| [SoundInstance.SetRange(PlayRange)](xref:Xenko.Audio.SoundInstance.SetRange(Xenko.Audio.PlayRange)) | Sets the time range to play within the audio asset. |
+| [PlayRange](xref:Xenko.Audio.PlayRange) | Time information, including the range's starting point and length. |
+| [SoundInstance.Position](xref:Xenko.Audio.SoundInstance.Position) | Gets the current play position as **TimeSpan**. |
 
 For example:
 

+ 1 - 1
en/manual/engine/assets/asset-bundles.md

@@ -76,7 +76,7 @@ Bundles:
 
 # Load a bundle at runtime
 
-Loading bundle is done through `ObjectDatabase.LoadBundle(string bundleName) (ref:{SiliconStudio.Core.Storage.ObjectDatabase.LoadBundle})`:
+Loading bundle is done through `ObjectDatabase.LoadBundle(string bundleName) (ref:{Xenko.Core.Storage.ObjectDatabase.LoadBundle})`:
 
 ```cs
 // Load bundle

+ 3 - 3
en/manual/engine/assets/index.md

@@ -5,7 +5,7 @@
 
 # Assets
 
-After creating your assets in Game Studio, @'SiliconStudio.Core.Serialization.Assets.AssetManager' is the class responsible for loading, unloading and saving assets.
+After creating your assets in Game Studio, @'Xenko.Core.Serialization.Assets.AssetManager' is the class responsible for loading, unloading and saving assets.
 
 ## Creating
 
@@ -22,7 +22,7 @@ For more information, see [Assets](../../game-studio/assets.md) for more details
 
 ## Loading
 
-Loading an asset should be done with the help of @'SiliconStudio.Core.Serialization.Assets.AssetManager' class:
+Loading an asset should be done with the help of @'Xenko.Core.Serialization.Assets.AssetManager' class:
 
 ```cs
 // Load an asset directly from a file:
@@ -54,7 +54,7 @@ An asset is actually loaded only during the first call to 'load'. All subsequent
 
 An asset is actually unload only when the number of call to unload match the number of call the load.
 
-The @'SiliconStudio.Core.Serialization.Assets.AssetManager.Get' method returns the reference to a loaded asset but does not increment the asset reference counter.
+The @'Xenko.Core.Serialization.Assets.AssetManager.Get' method returns the reference to a loaded asset but does not increment the asset reference counter.
 
 ```cs
  var firstReference = Content.Load<Texture>("MyTexture"); // load the asset and increase the reference counter (ref count = 1)

+ 2 - 2
en/manual/engine/entity-component-model/index.md

@@ -4,7 +4,7 @@
 
 # Overview
 
-@'SiliconStudio.Xenko.EntityModel.Entity' is the base class for objects that are managed by the high-level engine.
+@'Xenko.Engine.Entity' is the base class for objects that are managed by the high-level engine.
 
 To improve flexibility, entity are component-based: they can contains as many components as required, containing data and/or logic.
 
@@ -16,7 +16,7 @@ To improve flexibility, entity are component-based: they can contains as many co
 
 
 
-A @'SiliconStudio.Xenko.EntityModel.Entitycomponent' is tied to its entity (that is, one component can't be added to two entities at the same time).
+A @'Xenko.Engine.Entitycomponent' is tied to its entity (that is, one component can't be added to two entities at the same time).
 
 # How to create an entity and some components
 

+ 7 - 7
en/manual/engine/entity-component-model/managing-entities.md

@@ -26,15 +26,15 @@ This approach also solves many update order dependencies issues (just need to or
 
 Here is some examples of entity processors:
 
-- @'SiliconStudio.Xenko.Engine.TransformationProcessor': Compute transformation matrices from hierarchy and local transformation stored in @'SiliconStudio.Xenko.Engine.TransformationComponent'.
+- @'Xenko.Engine.TransformationProcessor': Compute transformation matrices from hierarchy and local transformation stored in @'Xenko.Engine.TransformationComponent'.
   
-  As a result, @'SiliconStudio.Xenko.EntityModel.EntitySystem' can be used as a hierarchical scenegraph instead of a simple entity list.
-- @'SiliconStudio.Xenko.Engine.MeshProcessor': Add @'SiliconStudio.Xenko.Engine.ModelComponent.Model' to rendering.
-- @'SiliconStudio.Xenko.Engine.LightProcessor': Collects and update lights, and transfer it to rendering system. It can hides implementation details (deferred or forward rendering, etc...)
+  As a result, @'Xenko.Engine.EntityManager' can be used as a hierarchical scenegraph instead of a simple entity list.
+- @'Xenko.Engine.MeshProcessor': Add @'Xenko.Engine.ModelComponent.Model' to rendering.
+- @'Xenko.Engine.LightProcessor': Collects and update lights, and transfer it to rendering system. It can hides implementation details (deferred or forward rendering, etc...)
 
 ## Entity System
 
-Entity are grouped together in an @'SiliconStudio.Xenko.EntityModel.EntitySystem'. It will also contains the list of entity processors. When an entity is added or an entity components changes, it will ask entity processors if they should be included.
+Entity are grouped together in an @'Xenko.Engine.EntityManager'. It will also contains the list of entity processors. When an entity is added or an entity components changes, it will ask entity processors if they should be included.
 
 ```cs
 // Add an entity:
@@ -49,7 +49,7 @@ foreach (var entity in engine.EntityManager.Entities)
 ```
 
 
-@'SiliconStudio.Xenko.EntityModel.EntitySystem' can be used to enumerate its `Entities (ref:{SiliconStudio.Xenko.EntityModel.Entity})`. Note that children of a given entities will also be in this list.
+@'Xenko.Engine.EntityManager' can be used to enumerate its `Entities (ref:{Xenko.Engine.Entity})`. Note that children of a given entities will also be in this list.
 
-To manipulate entities as a scenegraph, refer to @'SiliconStudio.Xenko.Engine.TransformationComponent' class.
+To manipulate entities as a scenegraph, refer to @'Xenko.Engine.TransformationComponent' class.
 

+ 1 - 1
en/manual/engine/file-system.md

@@ -2,7 +2,7 @@
 
 # File system
 
-We recommend you use the static class @'SiliconStudio.Core.IO.VirtualFileSystem' to access files across platforms. It offers all basic operations such as reading, writing, copying, checking existence and deleting files.
+We recommend you use the static class @'Xenko.Core.IO.VirtualFileSystem' to access files across platforms. It offers all basic operations such as reading, writing, copying, checking existence and deleting files.
 
 > [!Note]
 > The path separator is / (Unix/Linux convention).    

+ 2 - 2
en/manual/files-and-folders/cached-files.md

@@ -44,7 +44,7 @@ In addition to the caches Xenko creates for your project, Game Studio keeps cach
 
 To speed up asset loading in the editor, Game Studio saves a cache of asset references. It contains data about every asset ever loaded in every project. This means it can grow very large over time.
 
-By default, the folder is in: *%temp%/Silicon Studio/Xenko*
+By default, the folder is in: *%temp%/Xenko*
 
 >[!Tip]
 >To check or change where Game Studio saves the cache, see **Edit > Settings > Environment > Build cache directory.**
@@ -54,7 +54,7 @@ To clean the cache, delete the folder and run Game Studio again.
 
 ### Settings cache
 
-Game Studio saves editor information (such as window positions and recently-opened projects) in: *%AppData%/Silicon Studio*
+Game Studio saves editor information (such as window positions and recently-opened projects) in: *%AppData%/Xenko*
 
 Game Studio also saves information about open tabs and the editor camera position in the `.xkpkg.user` file in the project folder (eg *~/MyGame/MyGame/MyGame.xkpkg.user*).
 

+ 1 - 1
en/manual/game-studio/game-settings.md

@@ -127,7 +127,7 @@ For more details, see [Navigation](../navigation/index.md).
 | Target graphics platform    | The target platform Xenko builds the project for. If you set this to **Default**, Xenko chooses the most appropriate platform. For more information, see [Set the graphics platform](../platforms/set-the-graphics-platform.md).
 
 > [!Tip]
-> To check which default platform your project uses, add a break point to your code (eg in a script), run the project, and check the value of the [GraphicsDevice.Platform](xref:SiliconStudio.Xenko.Graphics.GraphicsDevice.Platform) variable.
+> To check which default platform your project uses, add a break point to your code (eg in a script), run the project, and check the value of the [GraphicsDevice.Platform](xref:Xenko.Graphics.GraphicsDevice.Platform) variable.
 
 ## Streaming
 

+ 1 - 1
en/manual/get-started/launch-a-game.md

@@ -64,7 +64,7 @@ Game.Window.IsBorderLess = true;
 For example:
 
 ```cs
-using SiliconStudio.Xenko.Engine;
+using Xenko.Engine;
 
 namespace MyGame
 {

+ 3 - 3
en/manual/graphics/cameras/animate-a-camera-with-a-model-file.md

@@ -32,10 +32,10 @@ To do this, you need the following assets in your project:
 
     ![Enable root motion](media/enable-root-motion.png)
 
-    When root motion is enabled, Xenko applies the **root node animation** to the [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) of the entity you add the animation to, instead of applying it to the skeleton.
+    When root motion is enabled, Xenko applies the **root node animation** to the [TransformComponent](xref:Xenko.Engine.TransformComponent) of the entity you add the animation to, instead of applying it to the skeleton.
 
     >[!Note]
-    >If there is no skeleton specified in **Skeleton**, Xenko always applies the animation to [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent), even if **root motion** is disabled.
+    >If there is no skeleton specified in **Skeleton**, Xenko always applies the animation to [TransformComponent](xref:Xenko.Engine.TransformComponent), even if **root motion** is disabled.
 
 3. In the **Scene Editor**, select the entity that contains the camera you want to animate.
 
@@ -116,7 +116,7 @@ To do this, you need the following assets in your project:
     ![Add component](../../particles/tutorials/media/add-model-node-link.png)
 
     >[!Note]
-    >The [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) applies an offset to the model node position. If you don't want to add an offset, make sure the [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) is set to `0,0,0`.
+    >The [TransformComponent](xref:Xenko.Engine.TransformComponent) applies an offset to the model node position. If you don't want to add an offset, make sure the [TransformComponent](xref:Xenko.Engine.TransformComponent) is set to `0,0,0`.
 
     Game Studio adds a model link component to the entity.
 

+ 5 - 5
en/manual/graphics/effects-and-shaders/effect-language.md

@@ -2,11 +2,11 @@
 
 ## Create shaders in C&#35;
 
-You can create a shader at runtime with @'SiliconStudio.Xenko.Shaders.ShaderSource' objects. Shaders come in three types:
+You can create a shader at runtime with @'Xenko.Shaders.ShaderSource' objects. Shaders come in three types:
 
-- @'SiliconStudio.Xenko.Shaders.ShaderClassSource' correspond to a unique shader class
-- @'SiliconStudio.Xenko.Shaders.ShaderMixinSource' mix several @'SiliconStudio.Xenko.Shaders.ShaderSource', set preprocessor values, define compositions
-- @'SiliconStudio.Xenko.Shaders.ShaderArraySource' are used for arrays of compositions
+- @'Xenko.Shaders.ShaderClassSource' correspond to a unique shader class
+- @'Xenko.Shaders.ShaderMixinSource' mix several @'Xenko.Shaders.ShaderSource', set preprocessor values, define compositions
+- @'Xenko.Shaders.ShaderArraySource' are used for arrays of compositions
 
 This method produces shaders at runtime. However, many platforms don't support HLSL and have no ability to compile shaders at runtime. Additionally, the approach doesn't benefit from the reusability of mixins.
 
@@ -23,7 +23,7 @@ An .xkfx file is a small program used to generate shader permutations. It takes
 An example .xkfx file:
 
 ```cs
-using SiliconStudio.Xenko.Effects.Data;
+using Xenko.Effects.Data;
 
 namespace XenkoEffects
 {

+ 1 - 1
en/manual/graphics/effects-and-shaders/index.md

@@ -1,6 +1,6 @@
 # Effects and shaders
 
-Xenko uses a programmable shading pipeline. You can write [custom shaders](custom-shaders.md), create @'SiliconStudio.Xenko.Graphics.Effect's from them, and use them for drawing. The @'SiliconStudio.Xenko.Rendering.EffectSystem' class provides an easy way to load an effect.
+Xenko uses a programmable shading pipeline. You can write [custom shaders](custom-shaders.md), create @'Xenko.Graphics.Effect's from them, and use them for drawing. The @'Xenko.Rendering.EffectSystem' class provides an easy way to load an effect.
 
 ## Load an effect
 

+ 3 - 3
en/manual/graphics/graphics-compositor/custom-scene-renderers.md

@@ -1,10 +1,10 @@
 # Custom scene renderers
 
-To create a custom renderer, directly implement the @'SiliconStudio.Xenko.Rendering.Compositing.ISceneRenderer' or use a delegate through the @'SiliconStudio.Xenko.Rendering.Compositing.DelegateSceneRenderer'.
+To create a custom renderer, directly implement the @'Xenko.Rendering.Compositing.ISceneRenderer' or use a delegate through the @'Xenko.Rendering.Compositing.DelegateSceneRenderer'.
 
 ## Implement an ISceneRenderer
 
-The @'SiliconStudio.Xenko.Rendering.Compositing.SceneRendererBase' provides a default implementation of @'SiliconStudio.Xenko.Rendering.Compositing.ISceneRenderer'. It automatically binds the output defines on the renderer to the GraphicsDevice before calling the `DrawCore` method.
+The @'Xenko.Rendering.Compositing.SceneRendererBase' provides a default implementation of @'Xenko.Rendering.Compositing.ISceneRenderer'. It automatically binds the output defines on the renderer to the GraphicsDevice before calling the `DrawCore` method.
 
 ```cs
 [DataContract("MyCustomRenderer")]
@@ -25,7 +25,7 @@ public sealed class MyCustomRenderer : SceneRendererBase
 
 ## Use a delegate
 
-To develop a renderer and attach it to a method directly, use @'SiliconStudio.Xenko.Rendering.Compositing.DelegateSceneRenderer':
+To develop a renderer and attach it to a method directly, use @'Xenko.Rendering.Compositing.DelegateSceneRenderer':
 
 ```cs
 var sceneRenderer = new DelegateSceneRenderer(

+ 5 - 5
en/manual/graphics/graphics-compositor/debug-renderers.md

@@ -25,11 +25,11 @@ For example, the **Debug physics shapes** script included in Xenko uses the debu
 ```cs
 using System.Linq;
 using System.Threading.Tasks;
-using SiliconStudio.Xenko.Input;
-using SiliconStudio.Xenko.Engine;
-using SiliconStudio.Xenko.Physics;
-using SiliconStudio.Xenko.Rendering;
-using SiliconStudio.Xenko.Rendering.Compositing;
+using Xenko.Input;
+using Xenko.Engine;
+using Xenko.Physics;
+using Xenko.Rendering;
+using Xenko.Rendering.Compositing;
 
 namespace MyGame
 {

+ 2 - 2
en/manual/graphics/graphics-compositor/scene-renderers.md

@@ -31,7 +31,7 @@ Clears a frame, with a solid color.
 
 ## Camera renderer
 
-Uses @'SiliconStudio.Xenko.Rendering.Compositing.SceneCameraRenderer.Child' to render a view from a [camera slot](../cameras/camera-slots.md). The **render camera** renderer takes the input from a [camera](../cameras/index.md) in the scene so it can be displayed somewhere.
+Uses @'Xenko.Rendering.Compositing.SceneCameraRenderer.Child' to render a view from a [camera slot](../cameras/camera-slots.md). The **render camera** renderer takes the input from a [camera](../cameras/index.md) in the scene so it can be displayed somewhere.
 
 ![Camera renderer properties](media/render-camera-1.png)
 
@@ -71,7 +71,7 @@ You configure the forward renderer properties in the **forward entry node**.
 
 ## Force aspect ratio scene renderer
 
-Uses @'SiliconStudio.Xenko.Rendering.Compositing.ForceAspectRatioSceneRenderer' to force an aspect ratio and applies a letterbox if the ratio is different from the screen. Use this before the **render camera**.
+Uses @'Xenko.Rendering.Compositing.ForceAspectRatioSceneRenderer' to force an aspect ratio and applies a letterbox if the ratio is different from the screen. Use this before the **render camera**.
 
 ![Force aspect ratio](media/force-aspect-ratio-properties.png)
 

+ 1 - 1
en/manual/graphics/lights-and-shadows/add-a-light.md

@@ -4,7 +4,7 @@
 <span class="label label-doc-audience">Designer</span>
 <span class="label label-doc-audience">Artist</span>
 
-To add a light to a scene, add a [light component](xref:SiliconStudio.Xenko.Engine.LightComponent) to an entity.
+To add a light to a scene, add a [light component](xref:Xenko.Engine.LightComponent) to an entity.
 
 1. Select the entity you want to be a light.
 

+ 1 - 1
en/manual/graphics/lights-and-shadows/index.md

@@ -4,7 +4,7 @@
 <span class="label label-doc-audience">Designer</span>
 <span class="label label-doc-audience">Artist</span>
 
-Lights in Xenko are provided by [light components](xref:SiliconStudio.Xenko.Engine.LightComponent). There are several kinds of light.
+Lights in Xenko are provided by [light components](xref:Xenko.Engine.LightComponent). There are several kinds of light.
 
 ## In this section
 

+ 3 - 3
en/manual/graphics/lights-and-shadows/skybox-lights.md

@@ -28,7 +28,7 @@ Notice how the skybox texture colors are reflected.
 
 ## Set up a skybox light
 
-To use a skybox as a light, you need to add a skybox asset, then select it in a [Light component](xref:SiliconStudio.Xenko.Engine.LightComponent).
+To use a skybox as a light, you need to add a skybox asset, then select it in a [Light component](xref:Xenko.Engine.LightComponent).
 
 1. In the **Asset View**, click ![Add asset](media/engine-skybox-add-new-asset-button.png)
 
@@ -46,7 +46,7 @@ To use a skybox as a light, you need to add a skybox asset, then select it in a
 
 4. Select the entity you want to be the skybox light.
 
-5. In the **Property Grid** (on the right by default), click **Add component** and select [Light](xref:SiliconStudio.Xenko.Engine.LightComponent).
+5. In the **Property Grid** (on the right by default), click **Add component** and select [Light](xref:Xenko.Engine.LightComponent).
 
     ![Background component properties](media/skybox-add-light-component.png)
 
@@ -62,7 +62,7 @@ To use a skybox as a light, you need to add a skybox asset, then select it in a
 
 	![Select an asset](media/select-skybox-asset.png)
 
-The [Light component](xref:SiliconStudio.Xenko.Engine.LightComponent) uses the skybox asset to light the scene.
+The [Light component](xref:Xenko.Engine.LightComponent) uses the skybox asset to light the scene.
 
 ## Skybox asset properties
 

+ 9 - 9
en/manual/graphics/low-level-api/draw-vertices.md

@@ -17,7 +17,7 @@ Xenko provides the following set of built-in primitives:
 - Torus
 - Teapot
 
-They aren't automatically created along with the @'SiliconStudio.Xenko.Graphics.GraphicsDevice', so you have to instantiate them. You can do this through the @'SiliconStudio.Xenko.Graphics.GeometricPrimitives.GeometricPrimitive' class.
+They aren't automatically created along with the @'Xenko.Graphics.GraphicsDevice', so you have to instantiate them. You can do this through the @'Xenko.Graphics.GeometricPrimitives.GeometricPrimitive' class.
 
 **Code:** Creating and using a primitive
 
@@ -32,16 +32,16 @@ var myTorus = GeometricPrimitive.Torus.New(GraphicsDevice);
 myCube.Draw(CommandList, EffectInstance);
 ```
 
-They have no effect associated with them, so the user has to provide an @'SiliconStudio.Xenko.Rendering.EffectInstance' when drawing. For information on loading effects, please see [Effects and shaders](../effects-and-shaders/index.md).
+They have no effect associated with them, so the user has to provide an @'Xenko.Rendering.EffectInstance' when drawing. For information on loading effects, please see [Effects and shaders](../effects-and-shaders/index.md).
 
 ## Custom drawing
 
-Outside of built-in primitives, any geometry can be drawn by creating custom vertex buffers. To create a vertex buffer, first a @'SiliconStudio.Xenko.Graphics.VertexDeclaration' has to be defined. A vertex declaration describes the elements of each vertex and their layout.
-For details, see the @'SiliconStudio.Xenko.Graphics.VertexElement' reference page.
+Outside of built-in primitives, any geometry can be drawn by creating custom vertex buffers. To create a vertex buffer, first a @'Xenko.Graphics.VertexDeclaration' has to be defined. A vertex declaration describes the elements of each vertex and their layout.
+For details, see the @'Xenko.Graphics.VertexElement' reference page.
 
-Next, a vertex buffer can be created from an array of vertices. The vertex data type has to match the @'SiliconStudio.Xenko.Graphics.VertexDeclaration'.
+Next, a vertex buffer can be created from an array of vertices. The vertex data type has to match the @'Xenko.Graphics.VertexDeclaration'.
 
-Given vertex buffer and declaration, a @'SiliconStudio.Xenko.Graphics.VertexBufferBinding' can be created. 
+Given vertex buffer and declaration, a @'Xenko.Graphics.VertexBufferBinding' can be created. 
 
 **Code:** Creating a vertex buffer
 
@@ -57,9 +57,9 @@ var vertexBuffer = Buffer.Vertex.New(GraphicsDevice, vertices);
 var vertexBufferBinding = new VertexBufferBinding(vertexBuffer, layout, vertexCount);
 ```
 
-To draw the newly created vertex buffer, it has to be bound to the pipeline. The vertex layout and the @'SiliconStudio.Xenko.Graphics.PrimitiveType' to draw have to be included in the [pipeline state](pipeline-state.md) object. The buffer itself can be set dynamically.
+To draw the newly created vertex buffer, it has to be bound to the pipeline. The vertex layout and the @'Xenko.Graphics.PrimitiveType' to draw have to be included in the [pipeline state](pipeline-state.md) object. The buffer itself can be set dynamically.
 
-Afterwards, the vertices are ready to be rendered using @'SiliconStudio.Xenko.Graphics.CommandList.Draw(System.Int32,System.Int32)'.
+Afterwards, the vertices are ready to be rendered using @'Xenko.Graphics.CommandList.Draw(System.Int32,System.Int32)'.
 
 **Code:** Binding and drawing vertex buffers
 
@@ -79,7 +79,7 @@ commandList.Draw(vertexCount);
 ```
 
 It is also possible to draw indexed geometry. To use an index buffer, first create it similarly to the vertex buffer and bind it to the pipeline.
-It can then be used for drawing using @'SiliconStudio.Xenko.Graphics.CommandList.DrawIndexed(System.Int32,System.Int32,System.Int32)'.
+It can then be used for drawing using @'Xenko.Graphics.CommandList.DrawIndexed(System.Int32,System.Int32,System.Int32)'.
 
 **Code:** Drawing indexed vertices
 

+ 4 - 4
en/manual/graphics/low-level-api/index.md

@@ -3,13 +3,13 @@
 <span class="label label-doc-level">Advanced</span>
 <span class="label label-doc-audience">Programmer</span>
 
-The @'SiliconStudio.Xenko.Graphics.GraphicsDevice' class is the central class for displaying your game. It's used to create resources and present images on the screen. You can access it as a member of the @'SiliconStudio.Xenko.Engine.Game' and @'SiliconStudio.Xenko.Engine.ScriptComponent' classes.
+The @'Xenko.Graphics.GraphicsDevice' class is the central class for displaying your game. It's used to create resources and present images on the screen. You can access it as a member of the @'Xenko.Engine.Game' and @'Xenko.Engine.ScriptComponent' classes.
 
-Actions such as drawing, setting graphics states and using resources are recorded using @'SiliconStudio.Xenko.Graphics.CommandList' objects for later execution by the device.
+Actions such as drawing, setting graphics states and using resources are recorded using @'Xenko.Graphics.CommandList' objects for later execution by the device.
 
-Many command lists can be filled at the same time (eg one per thread). A default command list is available as member of the @'SiliconStudio.Xenko.Games.GameBase.GraphicsContext' of your @'SiliconStudio.Xenko.Engine.Game'.
+Many command lists can be filled at the same time (eg one per thread). A default command list is available as member of the @'Xenko.Games.GameBase.GraphicsContext' of your @'Xenko.Engine.Game'.
 
-In methods, these objects are typically provided through contexts such as @'SiliconStudio.Xenko.Rendering.RenderContext' and @'SiliconStudio.Xenko.Rendering.RenderDrawContext'.
+In methods, these objects are typically provided through contexts such as @'Xenko.Rendering.RenderContext' and @'Xenko.Rendering.RenderDrawContext'.
 
 Performing any drawing requires multiple steps, including:
 

+ 29 - 29
en/manual/graphics/low-level-api/pipeline-state.md

@@ -9,7 +9,7 @@ Xenko gives you total control over the graphics pipeline state. This includes:
 - input layout
 - output description
 
-State is compiled into immutable @'SiliconStudio.Xenko.Graphics.PipelineState' objects, which describe the whole pipeline. They are then bound using a @'SiliconStudio.Xenko.Graphics.CommandList'.
+State is compiled into immutable @'Xenko.Graphics.PipelineState' objects, which describe the whole pipeline. They are then bound using a @'Xenko.Graphics.CommandList'.
 
 **Code:** Create state objects
 
@@ -22,7 +22,7 @@ var pipelineState = PipelineState.New(GraphicsDevice, ref pipelineStateDescripti
 CommandList.SetPipelineState(pipelineState);
 ```
 
-The @'SiliconStudio.Xenko.Graphics.MutablePipelineState' class let you set states independently, while caching the underlying pipeline states.
+The @'Xenko.Graphics.MutablePipelineState' class let you set states independently, while caching the underlying pipeline states.
 
 **Code:** Mutable pipeline state
 
@@ -40,11 +40,11 @@ CommandList.SetPipelineState(mutablePipelineState.CurrentState);
 
 # Rasterizer state
 
-The rasterizer can be set using the @'SiliconStudio.Xenko.Graphics.PipelineStateDescription.RasterizerState' property. A set of predefined descriptions is held by the @'SiliconStudio.Xenko.Graphics.RasterizerStates' class. They deal with the cull mode, and should be enough for most use cases:
+The rasterizer can be set using the @'Xenko.Graphics.PipelineStateDescription.RasterizerState' property. A set of predefined descriptions is held by the @'Xenko.Graphics.RasterizerStates' class. They deal with the cull mode, and should be enough for most use cases:
 
-- @'SiliconStudio.Xenko.Graphics.RasterizerStates.CullNone': no culling
-- @'SiliconStudio.Xenko.Graphics.RasterizerStates.CullFront': front-face culling
-- @'SiliconStudio.Xenko.Graphics.RasterizerStates.CullBack': back-face culling
+- @'Xenko.Graphics.RasterizerStates.CullNone': no culling
+- @'Xenko.Graphics.RasterizerStates.CullFront': front-face culling
+- @'Xenko.Graphics.RasterizerStates.CullBack': back-face culling
 
 **Code:** Set the cull mode
 
@@ -54,7 +54,7 @@ pipelineStateDescription.RasterizerState = RasterizerStates.CullFront;
 pipelineStateDescription.RasterizerState = RasterizerStates.CullBack;
 ```
 
-You can create your own custom state. For the list of options and default values, see the @'SiliconStudio.Xenko.Graphics.RasterizerStateDescription' API documentation.
+You can create your own custom state. For the list of options and default values, see the @'Xenko.Graphics.RasterizerStateDescription' API documentation.
 
 **Code:** Custom rasterizer states
 
@@ -66,12 +66,12 @@ pipelineStateDescription.RasterizerState = rasterizerStateDescription;
 
 # Depth and stencil states
 
-The @'SiliconStudio.Xenko.Graphics.PipelineStateDescription.DepthStencilState' property contains the depth and stencil states. A set of commonly used states is defined by the @'SiliconStudio.Xenko.Graphics.DepthStencilStates' class:
+The @'Xenko.Graphics.PipelineStateDescription.DepthStencilState' property contains the depth and stencil states. A set of commonly used states is defined by the @'Xenko.Graphics.DepthStencilStates' class:
 
-- @'SiliconStudio.Xenko.Graphics.DepthStencilStates.Default': depth read and write with a less-than comparison
-- @'SiliconStudio.Xenko.Graphics.DepthStencilStates.DefaultInverse': read and write with a greater-or-equals comparison
-- @'SiliconStudio.Xenko.Graphics.DepthStencilStates.DepthRead': read only with a less-than comparison
-- @'SiliconStudio.Xenko.Graphics.DepthStencilStates.None': neither read nor write
+- @'Xenko.Graphics.DepthStencilStates.Default': depth read and write with a less-than comparison
+- @'Xenko.Graphics.DepthStencilStates.DefaultInverse': read and write with a greater-or-equals comparison
+- @'Xenko.Graphics.DepthStencilStates.DepthRead': read only with a less-than comparison
+- @'Xenko.Graphics.DepthStencilStates.None': neither read nor write
 
 **Code:** Setting the depth state
 
@@ -82,7 +82,7 @@ pipelineStateDescription.DepthStencilState = DepthStencilStates.DepthRead;
 pipelineStateDescription.DepthStencilState = DepthStencilStates.None;
 ```
 
-You can also set custom depth and stencil states. For the  list of options and default values, see the @'SiliconStudio.Xenko.Graphics.DepthStencilStateDescription' API documentation.
+You can also set custom depth and stencil states. For the  list of options and default values, see the @'Xenko.Graphics.DepthStencilStateDescription' API documentation.
 
 **Code:** Custom depth and stencil state
 
@@ -92,7 +92,7 @@ var depthStencilStateDescription = new DepthStencilStateDescription(true, false)
 pipelineStateDescription.DepthStencilState = depthStencilStateDescription;
 ```
 
-The stencil reference isn't part of the @'SiliconStudio.Xenko.Graphics.PipelineState'. It's set using @'SiliconStudio.Xenko.Graphics.CommandList.SetStencilReference(System.Int32)'.
+The stencil reference isn't part of the @'Xenko.Graphics.PipelineState'. It's set using @'Xenko.Graphics.CommandList.SetStencilReference(System.Int32)'.
 
 **Code:** Set the stencil reference
 
@@ -103,12 +103,12 @@ CommandList.SetStencilReference(2);
 
 # Blend state
 
-The @'SiliconStudio.Xenko.Graphics.PipelineStateDescription.BlendState' and @'SiliconStudio.Xenko.Graphics.PipelineStateDescription.SampleMask' properties control blending. The @'SiliconStudio.Xenko.Graphics.BlendStates' class defines a set of commonly used blend states:
+The @'Xenko.Graphics.PipelineStateDescription.BlendState' and @'Xenko.Graphics.PipelineStateDescription.SampleMask' properties control blending. The @'Xenko.Graphics.BlendStates' class defines a set of commonly used blend states:
 
-- @'SiliconStudio.Xenko.Graphics.BlendStates.Additive': sums the colors 
-- @'SiliconStudio.Xenko.Graphics.BlendStates.AlphaBlend': sums the colors using the alpha of the source on the destination color
-- @'SiliconStudio.Xenko.Graphics.BlendStates.NonPremultiplied': sums using the alpha of the source on both colors
-- @'SiliconStudio.Xenko.Graphics.BlendStates.Opaque': replaces the color
+- @'Xenko.Graphics.BlendStates.Additive': sums the colors 
+- @'Xenko.Graphics.BlendStates.AlphaBlend': sums the colors using the alpha of the source on the destination color
+- @'Xenko.Graphics.BlendStates.NonPremultiplied': sums using the alpha of the source on both colors
+- @'Xenko.Graphics.BlendStates.Opaque': replaces the color
 
 **Code:** Set the blend state
 
@@ -123,7 +123,7 @@ pipelineStateDescription.BlendState = BlendStates.Opaque;
 pipelineStateDescription.SampleMask = 0xFFFFFFFF;
 ```
 
-You can set custom depth and blend states. For a list of options and default values, see the @'SiliconStudio.Xenko.Graphics.BlendStateDescription' API documentation.
+You can set custom depth and blend states. For a list of options and default values, see the @'Xenko.Graphics.BlendStateDescription' API documentation.
 
 **Code:** Custom blend state
 
@@ -141,7 +141,7 @@ blendStateDescription.RenderTargets[0] = blendStateRenderTargetDescription;
 pipelineStateDescription.BlendState = blendStateDescription;
 ```
 
-The blend factor isn't part of the @'SiliconStudio.Xenko.Graphics.PipelineState'. It's set using @'SiliconStudio.Xenko.Graphics.CommandList.SetBlendFactor(SiliconStudio.Core.Mathematics.Color4)'.
+The blend factor isn't part of the @'Xenko.Graphics.PipelineState'. It's set using @'Xenko.Graphics.CommandList.SetBlendFactor(Xenko.Core.Mathematics.Color4)'.
 
 **Code:** Set the blend factor
 
@@ -152,12 +152,12 @@ CommandList.SetBlendFactor(Color4.White);
 ## Effects
 
 The pipeline state also includes the shaders you want to use for drawing.
-To bind an @'SiliconStudio.Xenko.Graphics.Effect' to the pipeline, set the @'SiliconStudio.Xenko.Graphics.PipelineStateDescription.EffectBytecode'
-and @'SiliconStudio.Xenko.Graphics.PipelineStateDescription.RootSignature' properties of the @'SiliconStudio.Xenko.Graphics.PipelineStateDescription' to the matching values of the effect.
+To bind an @'Xenko.Graphics.Effect' to the pipeline, set the @'Xenko.Graphics.PipelineStateDescription.EffectBytecode'
+and @'Xenko.Graphics.PipelineStateDescription.RootSignature' properties of the @'Xenko.Graphics.PipelineStateDescription' to the matching values of the effect.
 
-An @'SiliconStudio.Xenko.Shaders.EffectBytecode' contains the actual shader programs. For more information, see [Effects and Shaders](../effects-and-shaders/index.md).
+An @'Xenko.Shaders.EffectBytecode' contains the actual shader programs. For more information, see [Effects and Shaders](../effects-and-shaders/index.md).
 
-The @'SiliconStudio.Xenko.Graphics.RootSignature' describes the number and kind of resources expected by the effect. The next chapter covers how to [bind resources](resources.md) to the pipeline.
+The @'Xenko.Graphics.RootSignature' describes the number and kind of resources expected by the effect. The next chapter covers how to [bind resources](resources.md) to the pipeline.
 
 **Code:** Bind an effect
 
@@ -169,9 +169,9 @@ pipelineStateDescription.RootSignature = effectInstance.RootSignature;
 
 ## Input layout
 
-The pipeline state describes the layout in which vertices are sent to the device through the @'SiliconStudio.Xenko.Graphics.PipelineStateDescription.InputElements' and @'SiliconStudio.Xenko.Graphics.PipelineStateDescription.PrimitiveType' properties.
+The pipeline state describes the layout in which vertices are sent to the device through the @'Xenko.Graphics.PipelineStateDescription.InputElements' and @'Xenko.Graphics.PipelineStateDescription.PrimitiveType' properties.
 
-The [Draw vertices](draw-vertices.md) page describes how to create custom vertex buffers and their @'SiliconStudio.Xenko.Graphics.VertexDeclaration' in more detail.
+The [Draw vertices](draw-vertices.md) page describes how to create custom vertex buffers and their @'Xenko.Graphics.VertexDeclaration' in more detail.
 
 **Code:** Set an input layout
 
@@ -183,7 +183,7 @@ pipelineStateDescription.PrimitiveType = PrimitiveType.TriangleStrip;
 
 ## Output description
 
-The @'SiliconStudio.Xenko.Graphics.PipelineStateDescription.Output' property of the @'SiliconStudio.Xenko.Graphics.PipelineStateDescription' defines the number and @'SiliconStudio.Xenko.Graphics.PixelFormat' of all bound render textures.
+The @'Xenko.Graphics.PipelineStateDescription.Output' property of the @'Xenko.Graphics.PipelineStateDescription' defines the number and @'Xenko.Graphics.PixelFormat' of all bound render textures.
 
 For information on how to bind render textures to the pipeline, see [Textures and render textures](textures-and-render-textures.md).
 
@@ -194,7 +194,7 @@ var renderOutputDescription = new RenderOutputDescription(GraphicsDevice.Present
 pipelineStateDescription.Output = renderOutputDescription;
 ```
 
-You can use the @'SiliconStudio.Xenko.Graphics.RenderOutputDescription.CaptureState(SiliconStudio.Xenko.Graphics.CommandList)' to retrieve the output description last set on a @'SiliconStudio.Xenko.Graphics.CommandList'. This is especially useful in combination with @'SiliconStudio.Xenko.Graphics.MutablePipelineState', when the render target might not be known up front.
+You can use the @'Xenko.Graphics.RenderOutputDescription.CaptureState(Xenko.Graphics.CommandList)' to retrieve the output description last set on a @'Xenko.Graphics.CommandList'. This is especially useful in combination with @'Xenko.Graphics.MutablePipelineState', when the render target might not be known up front.
 
 **Code:** Capture output description
 

+ 3 - 3
en/manual/graphics/low-level-api/resources.md

@@ -11,10 +11,10 @@ When [drawing vertices](draw-vertices.md) using an [effect](../effects-and-shade
 
 ## Automatic resource binding
 
-The @'SiliconStudio.Xenko.Rendering.EffectInstance' class handles the details of enumerating these resources from a loaded effect as well as binding them.
+The @'Xenko.Rendering.EffectInstance' class handles the details of enumerating these resources from a loaded effect as well as binding them.
 
-It exposes the @'SiliconStudio.Xenko.Graphics.RootSignature', which has to be set as [pipeline state](pipeline-state.md),
-and allows to fill constant buffers and bind resources based on a @'SiliconStudio.Xenko.Rendering.ParameterCollection'.
+It exposes the @'Xenko.Graphics.RootSignature', which has to be set as [pipeline state](pipeline-state.md),
+and allows to fill constant buffers and bind resources based on a @'Xenko.Rendering.ParameterCollection'.
 
 **Code:** Using an EffectInstance
 

+ 6 - 6
en/manual/graphics/low-level-api/spritebatch.md

@@ -10,7 +10,7 @@ A sprite batch is a collection of sprites (2D textured planes).
 
 ## Create a sprite batch
 
-Xenko offers a easy way to deal will batches of sprites through the @'SiliconStudio.Xenko.Graphics.SpriteBatch' class. You can use this class to regroup, update, and display sprites efficiently.
+Xenko offers a easy way to deal will batches of sprites through the @'Xenko.Graphics.SpriteBatch' class. You can use this class to regroup, update, and display sprites efficiently.
 
 **Code:** Creating a sprite batch
 
@@ -30,7 +30,7 @@ You can also set states like the ones discussed on the [Pipeline state](pipeline
 
 ## Draw a sprite batch
 
-The @'SiliconStudio.Xenko.Graphics.SpriteBatch' class has multiple draw methods to set various parameters. For a list of features, see the @'SiliconStudio.Xenko.Graphics.SpriteBatch' API documentation.
+The @'Xenko.Graphics.SpriteBatch' class has multiple draw methods to set various parameters. For a list of features, see the @'Xenko.Graphics.SpriteBatch' API documentation.
 
 **Code:** Drawing a sprite batch
 
@@ -45,15 +45,15 @@ spriteBatch.Draw(myTexture, new Vector2(10, 20));
 spriteBatch.End();
 ```
 
-There are five modes to draw a sprite batch. They are enumerated in the @'SiliconStudio.Xenko.Graphics.SpriteSortMode' enum:
+There are five modes to draw a sprite batch. They are enumerated in the @'Xenko.Graphics.SpriteSortMode' enum:
 
 - Deferred (default mode): the sprites are drawn at the same time at the end to reduce the drawcall overhead
-- Immediate: the sprites are draw after each each @'SiliconStudio.Xenko.Graphics.SpriteBatch.Draw' call
+- Immediate: the sprites are draw after each each @'Xenko.Graphics.SpriteBatch.Draw' call
 - Texture: Deferred mode but sprites are sorted based on their texture to reduce effect parameters update
 - BackToFront: Deferred mode with a sort based on the z-order of the sprites
 - FrontToBack: Deferred mode with a sort based on the z-order of the sprites
 
-To set the mode, specify it in the @'SiliconStudio.Xenko.Graphics.SpriteBatch.Begin' method.
+To set the mode, specify it in the @'Xenko.Graphics.SpriteBatch.Begin' method.
 
 **Code:** Deferred drawing of the sprite batch
 
@@ -77,7 +77,7 @@ You can set several parameters on the sprite. For example:
 - center offset
 - color tint
 
-For a full list, see the @'SiliconStudio.Xenko.Graphics.SpriteBatch' API documentation, especially the **Draw** methods.
+For a full list, see the @'Xenko.Graphics.SpriteBatch' API documentation, especially the **Draw** methods.
 
 **Code:** More complex sprite batch drawing
 

+ 4 - 4
en/manual/graphics/low-level-api/spritefont.md

@@ -3,14 +3,14 @@
 <span class="label label-doc-level">Advanced</span>
 <span class="label label-doc-audience">Programmer</span>
 
-The @'SiliconStudio.Xenko.Graphics.SpriteFont' class is a convenient way to draw text. It works with the @'SiliconStudio.Xenko.Graphics.SpriteBatch' class.
+The @'Xenko.Graphics.SpriteFont' class is a convenient way to draw text. It works with the @'Xenko.Graphics.SpriteBatch' class.
 
 >[!Note]
 >You need to put all custom code in a [Custom scene renderer](../graphics-compositor/custom-scene-renderers.md) to include it in the composition.
 
 ## Load a spriteFont
 
-After a font asset is compiled it can be loaded as a @'SiliconStudio.Xenko.Graphics.SpriteFont' instance using the @'SiliconStudio.Core.Serialization.Assets.ContentManager'. It contains all the options to display a text (bitmaps, kerning, line spacing etc).
+After a font asset is compiled it can be loaded as a @'Xenko.Graphics.SpriteFont' instance using the @'Xenko.Core.Serialization.Assets.ContentManager'. It contains all the options to display a text (bitmaps, kerning, line spacing etc).
 
 **Code:** Load a SpriteFont
 
@@ -20,7 +20,7 @@ var myFont = Content.Load<SpriteFont>("MyFont");
 
 ## Write text on screen
 
-Once the font is loaded, you can display any text with a @'SiliconStudio.Xenko.Graphics.SpriteBatch'. The @'SiliconStudio.Xenko.Graphics.SpriteBatch.DrawString' method performs the draw. For more information about the SpriteBatch, see the [SpriteBatch](spritebatch.md) page.
+Once the font is loaded, you can display any text with a @'Xenko.Graphics.SpriteBatch'. The @'Xenko.Graphics.SpriteBatch.DrawString' method performs the draw. For more information about the SpriteBatch, see the [SpriteBatch](spritebatch.md) page.
 
 **Code:** Write text
 
@@ -38,7 +38,7 @@ spriteBatch.DrawString(myFont, "Helloworld!", new Vector2(0.5, 0.5), Color.Red);
 spriteBatch.End();
 ```
 
-The various overloads let you specify the text's orientation, scale, depth, origin, etc. You can also apply some @'SiliconStudio.Xenko.Graphics.SpriteEffects' to the text:
+The various overloads let you specify the text's orientation, scale, depth, origin, etc. You can also apply some @'Xenko.Graphics.SpriteEffects' to the text:
 
 - None
 - FlipHorizontally

+ 12 - 12
en/manual/graphics/low-level-api/textures-and-render-textures.md

@@ -3,7 +3,7 @@
 <span class="label label-doc-level">Advanced</span>
 <span class="label label-doc-audience">Programmer</span>
 
-Xenko uses the @'SiliconStudio.Xenko.Graphics.Texture' class to interact with texture objects in code.
+Xenko uses the @'Xenko.Graphics.Texture' class to interact with texture objects in code.
 
 For more information about rendering to a texture, see [Render textures](../graphics-compositor/render-textures.md).
 
@@ -20,7 +20,7 @@ This automatically generates a texture object with all its fields correctly fill
 
 ## Create a texture
 
-You can also create textures without any assets (eg to be used as render target). To do this, call the constructor of the @'SiliconStudio.Xenko.Graphics.Texture' class. See the @'SiliconStudio.Xenko.Graphics.Texture' class reference to get the full list of available options and parameters. Some texture formats might not be available on all platforms.
+You can also create textures without any assets (eg to be used as render target). To do this, call the constructor of the @'Xenko.Graphics.Texture' class. See the @'Xenko.Graphics.Texture' class reference to get the full list of available options and parameters. Some texture formats might not be available on all platforms.
 
 ### Code: Create a texture
 
@@ -32,7 +32,7 @@ var myTexture = Texture.New2D(GraphicsDevice, 512, 512, false, PixelFormat.R8G8B
 
 ### Create a render target
 
-The @'SiliconStudio.Xenko.Graphics.GraphicsPresenter' class always provides a default render target and a depth buffer. They are accessible through the @'SiliconStudio.Xenko.Graphics.GraphicsPresenter.BackBuffer' and @'SiliconStudio.Xenko.Graphics.GraphicsPresenter.DepthStencilBuffer' properties. The presenter is exposed by the @'SiliconStudio.Xenko.Graphics.GraphicsDevice.Presenter' property of the @'SiliconStudio.Xenko.Graphics.GraphicsDevice'. However, you might want to use your own buffer to perform off-screen rendering or post-processes. As a result, Xenko offers a simple way to create textures that can act as render textures and a depth buffers.
+The @'Xenko.Graphics.GraphicsPresenter' class always provides a default render target and a depth buffer. They are accessible through the @'Xenko.Graphics.GraphicsPresenter.BackBuffer' and @'Xenko.Graphics.GraphicsPresenter.DepthStencilBuffer' properties. The presenter is exposed by the @'Xenko.Graphics.GraphicsDevice.Presenter' property of the @'Xenko.Graphics.GraphicsDevice'. However, you might want to use your own buffer to perform off-screen rendering or post-processes. As a result, Xenko offers a simple way to create textures that can act as render textures and a depth buffers.
 
 ### Code: Create a custom render target and depth buffer
 
@@ -45,7 +45,7 @@ var myDepthBuffer = Texture.New2D(GraphicsDevice, 512, 512, false, PixelFormat.D
 ```
 
 >[!Note]
->Don't forget the flag @'SiliconStudio.Xenko.Graphics.TextureFlags.RenderTarget' to enable the render target behavior.
+>Don't forget the flag @'Xenko.Graphics.TextureFlags.RenderTarget' to enable the render target behavior.
 >
 >Make sure the PixelFormat is correct, especially for the depth buffer. Be careful of the available formats on the target platform.
 
@@ -66,14 +66,14 @@ CommandList.SetRenderTargetAndViewport(GraphicsDevice.Presenter.DepthStencilBuff
 >[!Note]
 >Make sure both the render target and the depth buffer have the same size. Otherwise, the depth buffer isn't used.
 
-You can set multiple render textures at the same time. See the overloads of @'SiliconStudio.Xenko.Graphics.CommandList.SetRenderTargets(SiliconStudio.Xenko.Graphics.Texture,SiliconStudio.Xenko.Graphics.Texture[])' and @'SiliconStudio.Xenko.Graphics.CommandList.SetRenderTargetsAndViewport(SiliconStudio.Xenko.Graphics.Texture,SiliconStudio.Xenko.Graphics.Texture[])' method.
+You can set multiple render textures at the same time. See the overloads of @'Xenko.Graphics.CommandList.SetRenderTargets(Xenko.Graphics.Texture,Xenko.Graphics.Texture[])' and @'Xenko.Graphics.CommandList.SetRenderTargetsAndViewport(Xenko.Graphics.Texture,Xenko.Graphics.Texture[])' method.
 
 >[!Note]
->Only the @'SiliconStudio.Xenko.Graphics.GraphicsPresenter.BackBuffer' is displayed on screen, so you need to render it to display something.
+>Only the @'Xenko.Graphics.GraphicsPresenter.BackBuffer' is displayed on screen, so you need to render it to display something.
 
 ### Clear a render target
 
-To clear render textures, call the @'SiliconStudio.Xenko.Graphics.CommandList.Clear(SiliconStudio.Xenko.Graphics.Texture,SiliconStudio.Core.Mathematics.Color4)' and @'SiliconStudio.Xenko.Graphics.CommandList.Clear(SiliconStudio.Xenko.Graphics.Texture,SiliconStudio.Xenko.Graphics.DepthStencilClearOptions,System.Single,System.Byte)' methods.
+To clear render textures, call the @'Xenko.Graphics.CommandList.Clear(Xenko.Graphics.Texture,Xenko.Core.Mathematics.Color4)' and @'Xenko.Graphics.CommandList.Clear(Xenko.Graphics.Texture,Xenko.Graphics.DepthStencilClearOptions,System.Single,System.Byte)' methods.
 
 ### Code: Clear the targets
 
@@ -83,15 +83,15 @@ CommandList.Clear(GraphicsDevice.Presenter.DepthStencilBuffer, DepthStencilClear
 ```
 
 >[!Note]
->Don't forget to clear the @'SiliconStudio.Xenko.Graphics.GraphicsPresenter.BackBuffer' and the @'SiliconStudio.Xenko.Graphics.GraphicsPresenter.DepthStencilBuffer' each frame. If you don't, you might get unexpected behavior depending on the device. If you want to keep the contents of a frame, use an intermediate render target.
+>Don't forget to clear the @'Xenko.Graphics.GraphicsPresenter.BackBuffer' and the @'Xenko.Graphics.GraphicsPresenter.DepthStencilBuffer' each frame. If you don't, you might get unexpected behavior depending on the device. If you want to keep the contents of a frame, use an intermediate render target.
 
 ## Viewport
 
-@'SiliconStudio.Xenko.Graphics.CommandList.SetRenderTargetAndViewport(SiliconStudio.Xenko.Graphics.Texture,SiliconStudio.Xenko.Graphics.Texture)' adjusts the current @'SiliconStudio.Xenko.Graphics.Viewport' to the full size of the render target.
+@'Xenko.Graphics.CommandList.SetRenderTargetAndViewport(Xenko.Graphics.Texture,Xenko.Graphics.Texture)' adjusts the current @'Xenko.Graphics.Viewport' to the full size of the render target.
 
-If you only want to render to a subset of the texture, set the render target and viewport separately using @'SiliconStudio.Xenko.Graphics.CommandList.SetRenderTarget(SiliconStudio.Xenko.Graphics.Texture,SiliconStudio.Xenko.Graphics.Texture)' and @'SiliconStudio.Xenko.Graphics.CommandList.SetViewport(SiliconStudio.Xenko.Graphics.Viewport)'.
+If you only want to render to a subset of the texture, set the render target and viewport separately using @'Xenko.Graphics.CommandList.SetRenderTarget(Xenko.Graphics.Texture,Xenko.Graphics.Texture)' and @'Xenko.Graphics.CommandList.SetViewport(Xenko.Graphics.Viewport)'.
 
-You can bind multiple viewports using @'SiliconStudio.Xenko.Graphics.CommandList.SetViewports(SiliconStudio.Xenko.Graphics.Viewport[])' and @'SiliconStudio.Xenko.Graphics.CommandList.SetViewports(System.Int32,SiliconStudio.Xenko.Graphics.Viewport[])' overloads for use with a geometry shader.
+You can bind multiple viewports using @'Xenko.Graphics.CommandList.SetViewports(Xenko.Graphics.Viewport[])' and @'Xenko.Graphics.CommandList.SetViewports(System.Int32,Xenko.Graphics.Viewport[])' overloads for use with a geometry shader.
 
 ### Code: Set the viewports
 
@@ -106,7 +106,7 @@ CommandList.SetViewport(viewport);
 
 ## Scissor
 
-The @'SiliconStudio.Xenko.Graphics.CommandList.SetScissorRectangle(SiliconStudio.Core.Mathematics.Rectangle)' and @'SiliconStudio.Xenko.Graphics.CommandList.SetScissorRectangles(SiliconStudio.Core.Mathematics.Rectangle[])' methods set the scissors. Unlike the viewport, you need to provide the coordinates of the location of the vertices defining the scissor instead of its size.
+The @'Xenko.Graphics.CommandList.SetScissorRectangle(Xenko.Core.Mathematics.Rectangle)' and @'Xenko.Graphics.CommandList.SetScissorRectangles(Xenko.Core.Mathematics.Rectangle[])' methods set the scissors. Unlike the viewport, you need to provide the coordinates of the location of the vertices defining the scissor instead of its size.
 
 ### Code: Set the scissor
 

+ 4 - 4
en/manual/graphics/materials/materials-for-developers.md

@@ -7,11 +7,11 @@ This diagram shows the Material interfaces and implementation classes:
 
 ![media/materials-for-developers-1.png](media/materials-for-developers-1.png) 
 
-- The interface @'SiliconStudio.Xenko.Rendering.Materials.IMaterialDescriptor' is the root interface for a material description.
-- The @'SiliconStudio.Xenko.Rendering.Materials.IMaterialShaderGenerator' is the main interface used to generate a material shader of the material.
+- The interface @'Xenko.Rendering.Materials.IMaterialDescriptor' is the root interface for a material description.
+- The @'Xenko.Rendering.Materials.IMaterialShaderGenerator' is the main interface used to generate a material shader of the material.
 - Each attribute and layer implements this interface to modify the final material shader.
-- The @'SiliconStudio.Xenko.Rendering.Materials.MaterialDescriptor' is the editor-time description of the material before being compiled into a material shader.
-- The @'SiliconStudio.Xenko.Rendering.Material' class is the runtime material shader generated from the @'SiliconStudio.Xenko.Rendering.Materials.MaterialDescriptor'
+- The @'Xenko.Rendering.Materials.MaterialDescriptor' is the editor-time description of the material before being compiled into a material shader.
+- The @'Xenko.Rendering.Material' class is the runtime material shader generated from the @'Xenko.Rendering.Materials.MaterialDescriptor'
 
 ## See also
 

+ 4 - 4
en/manual/graphics/post-effects/color-transforms/custom-color-transforms.md

@@ -70,10 +70,10 @@ To create a custom color transform, you need to write two files: an effect shade
     For example, the code below creates the class `MyColorTransform`, which uses the shader and supplies a value for the color `MyColor` (defined in the shader).
 
     ```cs
-    using SiliconStudio.Core;
-    using SiliconStudio.Core.Mathematics;
-    using SiliconStudio.Xenko.Rendering;
-    using SiliconStudio.Xenko.Rendering.Images;
+    using Xenko.Core;
+    using Xenko.Core.Mathematics;
+    using Xenko.Rendering;
+    using Xenko.Rendering.Images;
 
     namespace MyGame
     {

+ 4 - 4
en/manual/graphics/rendering-pipeline/index.md

@@ -2,7 +2,7 @@
 
 ## Render features
 
-Rendering logic is divided into @'SiliconStudio.Xenko.Rendering.RenderFeature's. Each render feature processes one type of @'SiliconStudio.Xenko.Rendering.RenderObject' (eg meshes, sprites, particles, etc).
+Rendering logic is divided into @'Xenko.Rendering.RenderFeature's. Each render feature processes one type of @'Xenko.Rendering.RenderObject' (eg meshes, sprites, particles, etc).
 
 Xenko executes features in phases: **collect**, **extract**, **prepare** and **draw**. This means each step of the pipeline can be isolated, parallelized and optimized separately.
 
@@ -10,19 +10,19 @@ For more information, see [Render features](render-features.md).
 
 ## Render views
 
-You can render scenes from multiple points of view, represented as @'SiliconStudio.Xenko.Rendering.RenderView's – eg player views in a splitscreen game, or separate shadow views for cascades in a [shadow map cascade](../lights-and-shadows/shadows.md).
+You can render scenes from multiple points of view, represented as @'Xenko.Rendering.RenderView's – eg player views in a splitscreen game, or separate shadow views for cascades in a [shadow map cascade](../lights-and-shadows/shadows.md).
 
 Views are a first-class concept available to all rendering phases, allowing batching across multiple views.
 
 ## Render stages
 
-@'SiliconStudio.Xenko.Rendering.RenderStage's select the [effect](../effects-and-shaders/index.md) and [pipeline state](../low-level-api/pipeline-state.md) per object, and define the output of a render pass.
+@'Xenko.Rendering.RenderStage's select the [effect](../effects-and-shaders/index.md) and [pipeline state](../low-level-api/pipeline-state.md) per object, and define the output of a render pass.
 
 For more information, see [Render stages](render-stages.md).
 
 ## Visibility
 
-@'SiliconStudio.Xenko.Rendering.RenderObject's are registered with a @'SiliconStudio.Xenko.Rendering.VisibilityGroup'. During the **collect** phase, the visibility group culls and filters them based on the @'SiliconStudio.Xenko.Rendering.RenderView' and @'SiliconStudio.Xenko.Rendering.RenderStage'.
+@'Xenko.Rendering.RenderObject's are registered with a @'Xenko.Rendering.VisibilityGroup'. During the **collect** phase, the visibility group culls and filters them based on the @'Xenko.Rendering.RenderView' and @'Xenko.Rendering.RenderStage'.
 
 ## In this section
 

+ 3 - 3
en/manual/graphics/rendering-pipeline/render-features.md

@@ -1,6 +1,6 @@
 # Render features
 
-A @'SiliconStudio.Xenko.Rendering.RenderFeature' is responsible for drawing a given type of @'SiliconStudio.Xenko.Rendering.RenderObject'.
+A @'Xenko.Rendering.RenderFeature' is responsible for drawing a given type of @'Xenko.Rendering.RenderObject'.
 
 ## Render phases
 
@@ -18,7 +18,7 @@ The collect phase:
 
 ### Extract
 
-The **extract** phase copies data from game states of previously collected objects to short-lived render-specific structures. It's usually driven by the @'SiliconStudio.Xenko.Rendering.RenderSystem' and @'SiliconStudio.Xenko.Rendering.RenderFeature's.
+The **extract** phase copies data from game states of previously collected objects to short-lived render-specific structures. It's usually driven by the @'Xenko.Rendering.RenderSystem' and @'Xenko.Rendering.RenderFeature's.
 
 This should be as fast as possible and avoid heavy computations since game update and scripts are blocked. Heavy computations should be deferred to [Prepare](#prepare).
 
@@ -32,7 +32,7 @@ Example tasks:
 
 ### Prepare
 
-The **prepare** phase prepares GPU resources and performs heavy computations. This is usually driven by the @'SiliconStudio.Xenko.Rendering.RenderSystem' and @'SiliconStudio.Xenko.Rendering.RenderFeature's.
+The **prepare** phase prepares GPU resources and performs heavy computations. This is usually driven by the @'Xenko.Rendering.RenderSystem' and @'Xenko.Rendering.RenderFeature's.
 
 Example tasks:
 

+ 8 - 8
en/manual/graphics/rendering-pipeline/render-stages.md

@@ -9,7 +9,7 @@ Objects can subscribe to multiple render stages. For example, a mesh typically s
 
 ## Effect slots
 
-**Effect slots** determine which [effect/shader](../effects-and-shaders/index.md) a render stage uses. You choose the effect slot with @'SiliconStudio.Xenko.Rendering.RenderStage.EffectSlotName'.
+**Effect slots** determine which [effect/shader](../effects-and-shaders/index.md) a render stage uses. You choose the effect slot with @'Xenko.Rendering.RenderStage.EffectSlotName'.
 
 If multiple render stages exclusively render different objects, the stages can share the same effect slot. For example, as the opaque stage only renders opaque objects and the transparent stage only renders transparent objects, both stages can use the main effect slot.
 
@@ -26,17 +26,17 @@ A typical setup of render stages:
 
 ## Sort objects in a render stage
 
-@'SiliconStudio.Xenko.Rendering.RenderStage.SortMode' defines how Xenko sorts objects in that render stage. Xenko comes with several @'SiliconStudio.Xenko.Rendering.SortMode' implementations, such as:
+@'Xenko.Rendering.RenderStage.SortMode' defines how Xenko sorts objects in that render stage. Xenko comes with several @'Xenko.Rendering.SortMode' implementations, such as:
 
-- @'SiliconStudio.Xenko.Rendering.FrontToBackSortMode', which renders objects from front to back with limited precision, and tries to avoid state changes in the same depth range of objects (useful for opaque objects and shadows)
-- @'SiliconStudio.Xenko.Rendering.BackToFrontSortMode', which renders objects strictly from back to front (useful for transparent objects)
-- @'SiliconStudio.Xenko.Rendering.StateChangeSortMode', which tries to reduce state changes
+- @'Xenko.Rendering.FrontToBackSortMode', which renders objects from front to back with limited precision, and tries to avoid state changes in the same depth range of objects (useful for opaque objects and shadows)
+- @'Xenko.Rendering.BackToFrontSortMode', which renders objects strictly from back to front (useful for transparent objects)
+- @'Xenko.Rendering.StateChangeSortMode', which tries to reduce state changes
 
 Of course, you're free to implement your own, too.
 
 ## Filter objects in a render stage
 
-To create your own filter for objects in a render stage, inherit from @'SiliconStudio.Xenko.Rendering.RenderStageFilter'.
+To create your own filter for objects in a render stage, inherit from @'Xenko.Rendering.RenderStageFilter'.
 
 ### Render stage selectors
 
@@ -44,8 +44,8 @@ To create your own filter for objects in a render stage, inherit from @'SiliconS
 
 For example, this is the typical setup for meshes:
 
-- @'SiliconStudio.Xenko.Rendering.MeshTransparentRenderStageSelector' chooses either the `Main` or `Transparent` render stage, depending on the material properties. The default effect is `XenkoForwardShadingEffect` defined by Xenko (you can create your own if you want).
-- @'SiliconStudio.Xenko.Rendering.Shadows.ShadowMapRenderStageSelector' selects opaque meshes that cast shadows and adds them to the `ShadowMapCaster` render stage. The default effect is `XenkoForwardShadingEffect.ShadowMapCaster`, defined by Xenko.
+- @'Xenko.Rendering.MeshTransparentRenderStageSelector' chooses either the `Main` or `Transparent` render stage, depending on the material properties. The default effect is `XenkoForwardShadingEffect` defined by Xenko (you can create your own if you want).
+- @'Xenko.Rendering.Shadows.ShadowMapRenderStageSelector' selects opaque meshes that cast shadows and adds them to the `ShadowMapCaster` render stage. The default effect is `XenkoForwardShadingEffect.ShadowMapCaster`, defined by Xenko.
 
 Either can filter by [render group](../graphics-compositor/render-groups-and-masks.md).
 

+ 3 - 3
en/manual/graphics/textures/streaming.md

@@ -65,7 +65,7 @@ For instructions about how to access the global streaming settings, see the [Gam
 
 ## Access the streaming manager in code
 
-Use [Streaming](xref:SiliconStudio.Xenko.Streaming).
+Use [Streaming](xref:Xenko.Streaming).
 
 For example, to disable streaming globally, use:
 
@@ -87,7 +87,7 @@ var texture = Content.Load<Texture>("myTexture", ContentManagerLoaderSettings.St
 
 ### Options
 
-There are three [StreamingOptions](xref:SiliconStudio.Xenko.Streaming.StreamingOptions):
+There are three [StreamingOptions](xref:Xenko.Streaming.StreamingOptions):
 
 * The `KeepLoaded` option keeps the texture in memory even when the memory budget is exceeded.
 
@@ -111,7 +111,7 @@ Streaming.SetResourceStreamingOptions(myTexture, myNewOptions);
 
 ## See also
 
-* [StreamingManager API](xref:SiliconStudio.Xenko.Streaming.StreamingManager)
+* [StreamingManager API](xref:Xenko.Streaming.StreamingManager)
 * [Textures index](index.md)
 * [Texture compression](compression.md)
 * [Game Settings](../../game-studio/game-settings.md)

+ 2 - 2
en/manual/index.md

@@ -33,6 +33,6 @@ These pages contain information about how to use Xenko, an open-source C# game e
 
 ## Improve this documentation
 
-The Xenko documentation is open source, so anyone can edit it. If you find a mistake, you can correct it or comment in [GitHub](https://github.com/SiliconStudio/xenko-docs).
+The Xenko documentation is open source, so anyone can edit it. If you find a mistake, you can correct it or comment in [GitHub](https://github.com/xenko3d/xenko-docs).
 
-To edit any page of this manual, in the top right, click **Improve this Doc**. Please make sure to follow the [writing guidelines](https://github.com/SiliconStudio/xenko-docs/blob/master-2.0/GUIDELINES.md).
+To edit any page of this manual, in the top right, click **Improve this Doc**. Please make sure to follow the [writing guidelines](https://github.com/xenko3d/xenko-docs/blob/master/GUIDELINES.md).

+ 20 - 20
en/manual/input/gamepads.md

@@ -24,13 +24,13 @@ The Xbox Elite controller buttons have the following names in Xenko:
 
 Before handling gamepad input:
 
-* To check if any gamepads are connected, use [InputManager.HasGamePad](xref:SiliconStudio.Xenko.Input.InputManager.HasGamePad).
+* To check if any gamepads are connected, use [InputManager.HasGamePad](xref:Xenko.Input.InputManager.HasGamePad).
 
-* To check how many gamepads are connected, use [InputManager.GamePadCount](xref:SiliconStudio.Xenko.Input.InputManager.GamePadCount).
+* To check how many gamepads are connected, use [InputManager.GamePadCount](xref:Xenko.Input.InputManager.GamePadCount).
 
-* To check if the current device has been disconnected, use the [InputManager.DeviceRemoved](xref:SiliconStudio.Xenko.Input.InputManager.DeviceRemoved) event.
+* To check if the current device has been disconnected, use the [InputManager.DeviceRemoved](xref:Xenko.Input.InputManager.DeviceRemoved) event.
 
-* To check if a device has been connected, use the [InputManager.DeviceAdded](xref:SiliconStudio.Xenko.Input.InputManager.DeviceAdded) event.
+* To check if a device has been connected, use the [InputManager.DeviceAdded](xref:Xenko.Input.InputManager.DeviceAdded) event.
 
 ### Digital buttons
 
@@ -38,36 +38,36 @@ To query the states and state changes of digital gamepad buttons, on the `GamePa
 
 | Method | Functionality
 |--------|--------------
-| [IsButtonDown(IGamePadDevice, GamePadButton)](xref:SiliconStudio.Xenko.Input.GamePadDeviceExtensions.IsButtonDown\(SiliconStudio.Xenko.Input.IGamePadDevice,SiliconStudio.Xenko.Input.GamePadButton\)) | Checks whether the button is in the _down_ state.
-| [IsButtonPressed(IGamePadDevice, GamePadButton)](xref:SiliconStudio.Xenko.Input.GamePadDeviceExtensions.IsButtonPressed\(SiliconStudio.Xenko.Input.IGamePadDevice,SiliconStudio.Xenko.Input.GamePadButton\)) | Checks whether the user has _pressed_ the button since the previous update. 
-| [IsButtonReleased(IGamePadDevice, GamePadButton)](xref:SiliconStudio.Xenko.Input.GamePadDeviceExtensions.IsButtonReleased\(SiliconStudio.Xenko.Input.IGamePadDevice,SiliconStudio.Xenko.Input.GamePadButton\)) | Checks whether the user has _released_ the button since the previous update.
+| [IsButtonDown(IGamePadDevice, GamePadButton)](xref:Xenko.Input.GamePadDeviceExtensions.IsButtonDown\(Xenko.Input.IGamePadDevice,Xenko.Input.GamePadButton\)) | Checks whether the button is in the _down_ state.
+| [IsButtonPressed(IGamePadDevice, GamePadButton)](xref:Xenko.Input.GamePadDeviceExtensions.IsButtonPressed\(Xenko.Input.IGamePadDevice,Xenko.Input.GamePadButton\)) | Checks whether the user has _pressed_ the button since the previous update. 
+| [IsButtonReleased(IGamePadDevice, GamePadButton)](xref:Xenko.Input.GamePadDeviceExtensions.IsButtonReleased\(Xenko.Input.IGamePadDevice,Xenko.Input.GamePadButton\)) | Checks whether the user has _released_ the button since the previous update.
 
 **Button (GamePadButton)** is the gamepad button you want to check.
 
-You can also get the state of digital buttons using [GamePadState.Buttons](xref:SiliconStudio.Xenko.Input.GamePadState.Buttons).
+You can also get the state of digital buttons using [GamePadState.Buttons](xref:Xenko.Input.GamePadState.Buttons).
 
 > [!Note] 
-> The [GamePadState.Buttons](xref:SiliconStudio.Xenko.Input.GamePadState.Buttons) field is a bitmask that uses binary system. Depending on the bitmask value, you can determine which buttons are *up* or *down*.
+> The [GamePadState.Buttons](xref:Xenko.Input.GamePadState.Buttons) field is a bitmask that uses binary system. Depending on the bitmask value, you can determine which buttons are *up* or *down*.
 
-To get the gamepad state, use [IGamePadDevice.State](xref:SiliconStudio.Xenko.Input.IGamePadDevice.State).
+To get the gamepad state, use [IGamePadDevice.State](xref:Xenko.Input.IGamePadDevice.State).
 
 ### Analog buttons
 
 To query values of analog buttons, first get the current state of gamepad using 
-[GetGamePadByIndex(index)](xref:SiliconStudio.Xenko.Input.InputManager.GetGamePadByIndex\(System.Int32\)), where _index (Integer)_ is the index of the gamepad you want to check.
+[GetGamePadByIndex(index)](xref:Xenko.Input.InputManager.GetGamePadByIndex\(System.Int32\)), where _index (Integer)_ is the index of the gamepad you want to check.
 
 > [!WARNING]
-> The value returned by [IGamePadDevice.State](xref:SiliconStudio.Xenko.Input.IGamePadDevice.State) is the state of the gamepad at the **current** update. You can't reuse this value for the next updates. You have to query it again in every update.
+> The value returned by [IGamePadDevice.State](xref:Xenko.Input.IGamePadDevice.State) is the state of the gamepad at the **current** update. You can't reuse this value for the next updates. You have to query it again in every update.
 
 To get trigger and thumbstick positions, use these 
-[GamePadState](xref:SiliconStudio.Xenko.Input.GamePadState) fields:
+[GamePadState](xref:Xenko.Input.GamePadState) fields:
 
 | Field | Description 
 |-------|------------
-| [GamePadState.LeftThumb](xref:SiliconStudio.Xenko.Input.GamePadState.LeftThumb) | Left thumbstick X-axis/Y-axis value in the range [-1.0f, 1.0f] for both axes. |
-| [GamePadState.RightThumb](xref:SiliconStudio.Xenko.Input.GamePadState.RightThumb) | Right thumbstick X-axis/Y-axis value in the range [-1.0f, 1.0f] for both axes. |
-| [GamePadState.LeftTrigger](xref:SiliconStudio.Xenko.Input.GamePadState.LeftTrigger) | Left trigger analog control value in the range [0, 1.0f] for a single axes. |
-| [GamePadState.RightTrigger](xref:SiliconStudio.Xenko.Input.GamePadState.RightTrigger) | Right trigger analog control value in the range [0, 1.0f] for a single axis. |
+| [GamePadState.LeftThumb](xref:Xenko.Input.GamePadState.LeftThumb) | Left thumbstick X-axis/Y-axis value in the range [-1.0f, 1.0f] for both axes. |
+| [GamePadState.RightThumb](xref:Xenko.Input.GamePadState.RightThumb) | Right thumbstick X-axis/Y-axis value in the range [-1.0f, 1.0f] for both axes. |
+| [GamePadState.LeftTrigger](xref:Xenko.Input.GamePadState.LeftTrigger) | Left trigger analog control value in the range [0, 1.0f] for a single axes. |
+| [GamePadState.RightTrigger](xref:Xenko.Input.GamePadState.RightTrigger) | Right trigger analog control value in the range [0, 1.0f] for a single axis. |
 
 Thumbsticks move along the X and Y axes. Their positions read as follows:
 
@@ -80,7 +80,7 @@ Triggers move along the X axis. Their positions read as follows:
 
 ### Vibration
 
-To set the gamepad vibration level, use [IGamePadDevice.SetVibration](xref:SiliconStudio.Xenko.Input.IGamePadDevice.SetVibration\(System.Single,System.Single,System.Single,System.Single\)).
+To set the gamepad vibration level, use [IGamePadDevice.SetVibration](xref:Xenko.Input.IGamePadDevice.SetVibration\(System.Single,System.Single,System.Single,System.Single\)).
 
 > [!Note] 
 > Xenko currently only supports vibration for Xbox gamepads.
@@ -88,8 +88,8 @@ To set the gamepad vibration level, use [IGamePadDevice.SetVibration](xref:Silic
 ## Example code
 
 ```cs
-using SiliconStudio.Core.Mathematics;
-using SiliconStudio.Xenko.Engine;
+using Xenko.Core.Mathematics;
+using Xenko.Engine;
 
 public class TestScript : SyncScript
 {

+ 28 - 28
en/manual/input/gestures.md

@@ -14,25 +14,25 @@ By default, the input system doesn't recognize gestures, as this requires CPU ti
 
 To turn on gesture recognition:
 
-1. Create an instance of the configuration class for the gesture you want to recognize. For example, for the drag gesture, create an instance of @'SiliconStudio.Xenko.Input.GestureConfigDrag'.
+1. Create an instance of the configuration class for the gesture you want to recognize. For example, for the drag gesture, create an instance of @'Xenko.Input.GestureConfigDrag'.
 2. Configure the class parameters.
-3. Add the gesture configuration to the @'SiliconStudio.Xenko.Input.InputManager.Gestures' collection.
+3. Add the gesture configuration to the @'Xenko.Input.InputManager.Gestures' collection.
 
 > [!Warning] 
-> After you activate recognition for a gesture, you can't modify the gesture's parameters. If you need to do this, delete the gesture from the @'SiliconStudio.Xenko.Input.InputManager.Gestures' collection and create a new entry with new parameters.
+> After you activate recognition for a gesture, you can't modify the gesture's parameters. If you need to do this, delete the gesture from the @'Xenko.Input.InputManager.Gestures' collection and create a new entry with new parameters.
 
 ### Turn off gesture recognition
 
-Delete the gesture from the [InputManager.Gestures](xref:SiliconStudio.Xenko.Input.InputManager.Gestures) collection.
+Delete the gesture from the [InputManager.Gestures](xref:Xenko.Input.InputManager.Gestures) collection.
 
 ## Gesture recognition
 
-When the input system detects a gesture, it adds a @'SiliconStudio.Xenko.Input.GestureEvent' to the list of [InputManager.GestureEvents](xref:SiliconStudio.Xenko.Input.InputManager.GestureEvents). The event contains information about the gesture and its state, such as its location and the number of fingers used.
+When the input system detects a gesture, it adds a @'Xenko.Input.GestureEvent' to the list of [InputManager.GestureEvents](xref:Xenko.Input.InputManager.GestureEvents). The event contains information about the gesture and its state, such as its location and the number of fingers used.
 
 > [!Note]
 > Each gesture has its own associated gesture event class (see below).
 
-The [GestureEvent.Type](xref:SiliconStudio.Xenko.Input.GestureEvent.Type) field indicates which gesture has been recognized. You can then cast the base gesture event into the gesture-specific event type to have gesture-type-specific information about the event.
+The [GestureEvent.Type](xref:Xenko.Input.GestureEvent.Type) field indicates which gesture has been recognized. You can then cast the base gesture event into the gesture-specific event type to have gesture-type-specific information about the event.
 
 Xenko can detect several gestures simultaneously, so the event list can contain more than one item in an update.
 
@@ -40,7 +40,7 @@ The list is cleared with every update, so you don't need to clear it manually.
 
 ## Configure gestures
 
-In the @'SiliconStudio.Xenko.Input.GestureConfig' classes, you can configure parameters including:
+In the @'Xenko.Input.GestureConfig' classes, you can configure parameters including:
 
 * the number of fingers the gesture uses
 
@@ -77,14 +77,14 @@ Xenko supports two main types of gesture:
 
 The user touches the screen and quickly removes their finger.
 
-**Configuration class**: @'SiliconStudio.Xenko.Input.GestureConfigTap'
+**Configuration class**: @'Xenko.Input.GestureConfigTap'
 
-**Event class**: @'SiliconStudio.Xenko.Input.GestureEventTap'
+**Event class**: @'Xenko.Input.GestureEventTap'
 
-The number of fingers on the screen can't vary during the gesture. To set the number of fingers required for a tap, modify @'SiliconStudio.Xenko.Input.GestureConfig.RequiredNumberOfFingers'.
+The number of fingers on the screen can't vary during the gesture. To set the number of fingers required for a tap, modify @'Xenko.Input.GestureConfig.RequiredNumberOfFingers'.
 
 > [!TIP] 
-> To distinguish single taps from multi-taps, the system uses latency in tap events. To disable this, set the [GestureConfigTap.MaximumTimeBetweenTaps](xref:SiliconStudio.Xenko.Input.GestureConfigTap.MaximumTimeBetweenTaps) field to **0**.
+> To distinguish single taps from multi-taps, the system uses latency in tap events. To disable this, set the [GestureConfigTap.MaximumTimeBetweenTaps](xref:Xenko.Input.GestureConfigTap.MaximumTimeBetweenTaps) field to **0**.
 
 #### <a name="Flick"> Flick</a>
 
@@ -92,16 +92,16 @@ The number of fingers on the screen can't vary during the gesture. To set the nu
 
 The user touches the screen, performs a quick straight translation, and withdraws their finger(s).
 
-**Configuration class**: @'SiliconStudio.Xenko.Input.GestureConfigFlick'
+**Configuration class**: @'Xenko.Input.GestureConfigFlick'
 
-**Event class**: @'SiliconStudio.Xenko.Input.GestureEventFlick'
+**Event class**: @'Xenko.Input.GestureEventFlick'
 
 The number of fingers on the screen can't during the gesture.
 
-To set a minimum length for the flick gesture, use [GestureConfigFlick.MinimumFlickLength](xref:SiliconStudio.Xenko.Input.GestureConfigFlick.MinimumFlickLength).
+To set a minimum length for the flick gesture, use [GestureConfigFlick.MinimumFlickLength](xref:Xenko.Input.GestureConfigFlick.MinimumFlickLength).
 
 To restrict the direction of the flick to **vertical** or **horizontal**, use 
-[GestureConfigFlick.FlickShape](xref:SiliconStudio.Xenko.Input.GestureConfigFlick.FlickShape).
+[GestureConfigFlick.FlickShape](xref:Xenko.Input.GestureConfigFlick.FlickShape).
 
 #### <a name="Long-press"> Long press</a>
 
@@ -109,13 +109,13 @@ To restrict the direction of the flick to **vertical** or **horizontal**, use
 
 The user touches the screen and maintains pressure without removing their finger for a certain period of time (the default time is one second).
 
-**Configuration class**: [GestureConfigLongPress](xref:SiliconStudio.Xenko.Input.GestureConfigLongPress)
+**Configuration class**: [GestureConfigLongPress](xref:Xenko.Input.GestureConfigLongPress)
 
-**Event class**: [GestureEventLongPress](xref:SiliconStudio.Xenko.Input.GestureEventLongPress)
+**Event class**: [GestureEventLongPress](xref:Xenko.Input.GestureEventLongPress)
 
 The number of fingers on the screen can't vary during the gesture.
 
-To change the minimum press length for the long press gesture, modify  [GestureConfigLongPress.RequiredPressTime](xref:SiliconStudio.Xenko.Input.GestureConfigLongPress.RequiredPressTime).
+To change the minimum press length for the long press gesture, modify  [GestureConfigLongPress.RequiredPressTime](xref:Xenko.Input.GestureConfigLongPress.RequiredPressTime).
 
 ### Continuous gestures
 
@@ -125,15 +125,15 @@ To change the minimum press length for the long press gesture, modify  [GestureC
 
 The user touches the screen, performs a translation, and withdraws their finger(s).
 
-**Configuration class**: [GestureConfigDrag](xref:SiliconStudio.Xenko.Input.GestureConfigDrag)
+**Configuration class**: [GestureConfigDrag](xref:Xenko.Input.GestureConfigDrag)
 
-**Event class**: [GestureEventDrag](xref:SiliconStudio.Xenko.Input.GestureEventDrag)
+**Event class**: [GestureEventDrag](xref:Xenko.Input.GestureEventDrag)
 
 The number of fingers on the screen can't vary during the gesture.
 
-To detect smaller drags, decrease [GestureConfigDrag.MinimumDragDistance](xref:SiliconStudio.Xenko.Input.GestureConfigDrag.MinimumDragDistance).
+To detect smaller drags, decrease [GestureConfigDrag.MinimumDragDistance](xref:Xenko.Input.GestureConfigDrag.MinimumDragDistance).
 
-To restrict the direction of the drag to **vertical** or **horizontal**, use [GestureConfigDrag.DragShape](xref:SiliconStudio.Xenko.Input.GestureConfigDrag.DragShape).
+To restrict the direction of the drag to **vertical** or **horizontal**, use [GestureConfigDrag.DragShape](xref:Xenko.Input.GestureConfigDrag.DragShape).
 
 #### <a name="Composite"> Composite</a>
 
@@ -141,9 +141,9 @@ To restrict the direction of the drag to **vertical** or **horizontal**, use [Ge
 
 The user touches the screen with two fingers and moves them independently.
 
-**Configuration class**: @'SiliconStudio.Xenko.Input.GestureConfigComposite'
+**Configuration class**: @'Xenko.Input.GestureConfigComposite'
 
-**Event class**: @'SiliconStudio.Xenko.Input.GestureEventComposite'
+**Event class**: @'Xenko.Input.GestureEventComposite'
 
 The composite gesture requires exactly two fingers on the screen. It's triggered when the system detects one of the three basic actions:
 * _Translation_: the user translates two fingers together in the same direction.
@@ -164,7 +164,7 @@ A gesture always has one of four states:
 
 **Discrete** gestures (tap, flick, long press) always have the state _occurred_. **Continuous** gestures (drag and composite) always begin with the state _began_, followed by any  _changed_ states, and end with the _ended_ state.
 
-To query the current state of a gesture, use the [GestureEvent.State](xref:SiliconStudio.Xenko.Input.GestureEvent.State) field of the triggered gesture event.
+To query the current state of a gesture, use the [GestureEvent.State](xref:Xenko.Input.GestureEvent.State) field of the triggered gesture event.
 
 ## Example code
 
@@ -213,7 +213,7 @@ var noLatencyTap = new GestureConfigTap() { MaximumTimeBetweenTaps= TimeSpan.Zer
 
 ### Access gesture events
 
-You can access the list of events triggered by recognized gestures using the [InputManager.GestureEvents](xref:SiliconStudio.Xenko.Input.InputManager.GestureEvents) collection. The collection is automatically cleared at every update.
+You can access the list of events triggered by recognized gestures using the [InputManager.GestureEvents](xref:Xenko.Input.InputManager.GestureEvents) collection. The collection is automatically cleared at every update.
 
 ```cs
 var currentFrameGestureEvents = Input.GestureEvents;
@@ -221,7 +221,7 @@ var currentFrameGestureEvents = Input.GestureEvents;
 
 ### Identify the gesture type
 
-Use the [GestureEvent.Type](xref:SiliconStudio.Xenko.Input.GestureEvent.Type) field to identity the gesture type, then cast it to the appropriate event type to get extra information about the event. 
+Use the [GestureEvent.Type](xref:Xenko.Input.GestureEvent.Type) field to identity the gesture type, then cast it to the appropriate event type to get extra information about the event. 
 
 ```cs
 foreach( var gestureEvent in Input.GestureEvents)
@@ -240,7 +240,7 @@ foreach( var gestureEvent in Input.GestureEvents)
 
 ### Identify the gesture state
 
-Use the [GestureEvent.State](xref:SiliconStudio.Xenko.Input.GestureEvent.State) field to get gesture event state.
+Use the [GestureEvent.State](xref:Xenko.Input.GestureEvent.State) field to get gesture event state.
 
 ```cs
 switch(compositeGestureEvent.State)

+ 3 - 3
en/manual/input/index.md

@@ -17,15 +17,15 @@ Xenko handles input entirely via scripts. There are low-level and high-level API
 
 ## Handle input
 
-Handle input with the [InputManager](xref:SiliconStudio.Xenko.Input.InputManager) class. You can access this class from a script with its properties and methods.
+Handle input with the [InputManager](xref:Xenko.Input.InputManager) class. You can access this class from a script with its properties and methods.
 
-To check whether a particular input device is available, use the corresponding @'SiliconStudio.Xenko.Input.InputManager' property. For example, to check if a mouse is connected, use [Input.HasMouse](xref:SiliconStudio.Xenko.Input.InputManager.HasMouse).
+To check whether a particular input device is available, use the corresponding @'Xenko.Input.InputManager' property. For example, to check if a mouse is connected, use [Input.HasMouse](xref:Xenko.Input.InputManager.HasMouse).
 
 After you check the device availability, there are four ways to handle input in Xenko.
 
 ### Query state
 
-You can query the state of digital keys and buttons (ie _Up_ or _Down_) and the numeric values of analog buttons and sensors. For example, @'SiliconStudio.Xenko.Input.InputManager.DownKeys' gets a list of the keys that were in the state _Down_ in the last update.
+You can query the state of digital keys and buttons (ie _Up_ or _Down_) and the numeric values of analog buttons and sensors. For example, @'Xenko.Input.InputManager.DownKeys' gets a list of the keys that were in the state _Down_ in the last update.
 
 ![Query key and button states](media/index-state-one-action-between-updates.png)
 

+ 12 - 12
en/manual/input/keyboards.md

@@ -6,13 +6,13 @@
 The **keyboard** is the most common input device for desktop games. There are two ways to handle keyboard input in Xenko:
 
 * query **key states**
-* use [KeyEvent](xref:SiliconStudio.Xenko.Input.KeyEvent) lists
+* use [KeyEvent](xref:Xenko.Input.KeyEvent) lists
 
-You can access both from the [input](xref:SiliconStudio.Xenko.Input.InputManager) base class. For more information about these options, see the [input index](index.md)
+You can access both from the [input](xref:Xenko.Input.InputManager) base class. For more information about these options, see the [input index](index.md)
 
 ## Check keyboard availability
 
-Before handling keyboard input, check whether a keyboard is connected using [Input.HasKeyboard](xref:SiliconStudio.Xenko.Input.InputManager.HasKeyboard).
+Before handling keyboard input, check whether a keyboard is connected using [Input.HasKeyboard](xref:Xenko.Input.InputManager.HasKeyboard).
 
 ## Get key states
 
@@ -20,9 +20,9 @@ You can query **key states** and **state changes** with the following methods:
 
 | Method | Description |
 | --- | --- |
-| [IsKeyDown(Keys)](xref:SiliconStudio.Xenko.Input.InputManager.IsKeyDown\(SiliconStudio.Xenko.Input.Keys\)) | Checks if a specified key is in the **down** state. 
-| [IsKeyPressed(Keys)](xref:SiliconStudio.Xenko.Input.InputManager.IsKeyPressed\(SiliconStudio.Xenko.Input.Keys\)) | Checks if a specified key has been **pressed** since the last update. 
-| [IsKeyReleased(Keys)](xref:SiliconStudio.Xenko.Input.InputManager.IsKeyReleased\(SiliconStudio.Xenko.Input.Keys\)) | Checks if a specified key has been **released** since the last update. 
+| [IsKeyDown(Keys)](xref:Xenko.Input.InputManager.IsKeyDown\(Xenko.Input.Keys\)) | Checks if a specified key is in the **down** state. 
+| [IsKeyPressed(Keys)](xref:Xenko.Input.InputManager.IsKeyPressed\(Xenko.Input.Keys\)) | Checks if a specified key has been **pressed** since the last update. 
+| [IsKeyReleased(Keys)](xref:Xenko.Input.InputManager.IsKeyReleased\(Xenko.Input.Keys\)) | Checks if a specified key has been **released** since the last update. 
 
 > [!Note] 
 > Xenko doesn't support retrieving interpreted keys, such as special characters and capital letters.
@@ -31,16 +31,16 @@ You can query **key states** and **state changes** with the following methods:
 
 In some cases, you want to know all the keys that are currently _Down_, or all the keys that have been _Pressed_ since the last update. The key state API isn't good for this situation, as you have to query each available key separately.
 
-Instead, use the **key events** collections available in the [Input](xref:SiliconStudio.Xenko.Input.InputManager) base class.
+Instead, use the **key events** collections available in the [Input](xref:Xenko.Input.InputManager) base class.
 
 | Public List | Description l
 | ----------- | --- 
-| [InputManager.DownKeys](xref:SiliconStudio.Xenko.Input.InputManager.DownKeys) | Gets a list of the keys that were down in the last update.
-| [InputManager.PressedKeys](xref:SiliconStudio.Xenko.Input.InputManager.PressedKeys) | Gets a list of the keys pressed in the last update.
-| [InputManager.ReleasedKeys](xref:SiliconStudio.Xenko.Input.InputManager.ReleasedKeys) | Gets a list of the keys released in the last update.
-| [InputManager.KeyEvents](xref:SiliconStudio.Xenko.Input.InputManager.KeyEvents) | Gets a list of the key events in the last update (keys pressed or released).
+| [InputManager.DownKeys](xref:Xenko.Input.InputManager.DownKeys) | Gets a list of the keys that were down in the last update.
+| [InputManager.PressedKeys](xref:Xenko.Input.InputManager.PressedKeys) | Gets a list of the keys pressed in the last update.
+| [InputManager.ReleasedKeys](xref:Xenko.Input.InputManager.ReleasedKeys) | Gets a list of the keys released in the last update.
+| [InputManager.KeyEvents](xref:Xenko.Input.InputManager.KeyEvents) | Gets a list of the key events in the last update (keys pressed or released).
 
-Every @'SiliconStudio.Xenko.Input.KeyEvent' has two properties: @'SiliconStudio.Xenko.Input.KeyEvent.Key' (the affected key) and @'SiliconStudio.Xenko.Input.ButtonEvent.IsDown' (the new state of the key).
+Every @'Xenko.Input.KeyEvent' has two properties: @'Xenko.Input.KeyEvent.Key' (the affected key) and @'Xenko.Input.ButtonEvent.IsDown' (the new state of the key).
 
 ## Example code
 

+ 21 - 21
en/manual/input/mouse.md

@@ -8,21 +8,21 @@ The **mouse** is a common input device for desktop games.
 There are two ways to handle mouse input in Xenko:
 
 * Query **mouse button states**.
-* For cross-platform games that target mobile devices, you can use [PointerEvent](xref:SiliconStudio.Xenko.Input.PointerEvent) lists.
+* For cross-platform games that target mobile devices, you can use [PointerEvent](xref:Xenko.Input.PointerEvent) lists.
 For more information, see [Pointers](pointers.md).
 
-You can access **mouse button states** and **pointer events list** from the [Input manager](xref:SiliconStudio.Xenko.Input.InputManager).
+You can access **mouse button states** and **pointer events list** from the [Input manager](xref:Xenko.Input.InputManager).
 
 | Class | Project type | When to use |
 | --- | --- | --- |
-| [InputManager](xref:SiliconStudio.Xenko.Input.InputManager) | Desktop only | For desktop games, you usually handle input with multiple mouse buttons. This means you should use **mouse button states**. |
-| [PointerEvent](xref:SiliconStudio.Xenko.Input.PointerEvent) | Cross-platform | For mobile games, you usually simulate pointers with just the left mouse button. This means you can treat the mouse input like pointers. There's no need to create separate mouse-specific controls. For more information, see [Pointers](pointers.md).|
+| [InputManager](xref:Xenko.Input.InputManager) | Desktop only | For desktop games, you usually handle input with multiple mouse buttons. This means you should use **mouse button states**. |
+| [PointerEvent](xref:Xenko.Input.PointerEvent) | Cross-platform | For mobile games, you usually simulate pointers with just the left mouse button. This means you can treat the mouse input like pointers. There's no need to create separate mouse-specific controls. For more information, see [Pointers](pointers.md).|
 
 For more information about these options, see the [Input index](index.md).
 
 ## Check mouse availability
 
-Before handling mouse input, use [Input.HasMouse](xref:SiliconStudio.Xenko.Input.InputManager.HasMouse) to check if a mouse is connected.
+Before handling mouse input, use [Input.HasMouse](xref:Xenko.Input.InputManager.HasMouse) to check if a mouse is connected.
 
 ## Get the mouse position
 
@@ -30,17 +30,17 @@ You can get the mouse position in normalized or absolute coordinates.
 
 ### Normalized coordinates
 
-@'SiliconStudio.Xenko.Input.InputManager.MousePosition' returns the mouse pointer position in **normalized** X, Y coordinates instead of actual screen sizes in pixels. This means the pointer position adjusts to any resolution and you don't have to write separate code for different resolutions.
+@'Xenko.Input.InputManager.MousePosition' returns the mouse pointer position in **normalized** X, Y coordinates instead of actual screen sizes in pixels. This means the pointer position adjusts to any resolution and you don't have to write separate code for different resolutions.
 
 * (0,0): the pointer is in the top-left corner of the screen
 * (1,1): the pointer is in the bottom-right corner of the screen
 
 ### Absolute coordinates
 
-[InputManager.AbsoluteMousePosition](xref:SiliconStudio.Xenko.Input.InputManager.AbsoluteMousePosition) returns the mouse pointer position in absolute X and Y coordinates (the actual screen size in pixels). For example, if the pointer is in the top-left corner of the screen, the values are (0,0). If the pointer is in the bottom-right corner, the values depends on the screen resolution (eg 1280, 720).
+[InputManager.AbsoluteMousePosition](xref:Xenko.Input.InputManager.AbsoluteMousePosition) returns the mouse pointer position in absolute X and Y coordinates (the actual screen size in pixels). For example, if the pointer is in the top-left corner of the screen, the values are (0,0). If the pointer is in the bottom-right corner, the values depends on the screen resolution (eg 1280, 720).
 
 > [!Tip]
-> To get the actual size of the screen, access [IPointerDevice.SurfaceSize](xref:SiliconStudio.Xenko.Input.IPointerDevice.SurfaceSize). For example:
+> To get the actual size of the screen, access [IPointerDevice.SurfaceSize](xref:Xenko.Input.IPointerDevice.SurfaceSize). For example:
 > ```cs
 > var surfaceSize = Input.Mouse.SurfaceSize;
 > ```
@@ -49,26 +49,26 @@ You can get the mouse position in normalized or absolute coordinates.
 
 You can use the mouse buttons to trigger actions in a project. For example, in first-person shooter games, the left mouse button is commonly used to shoot.
 
-The [Input manager](xref:SiliconStudio.Xenko.Input.InputManager) has several methods that check mouse button states (_Pressed_, _Down_, or _Released_):
+The [Input manager](xref:Xenko.Input.InputManager) has several methods that check mouse button states (_Pressed_, _Down_, or _Released_):
 
 | Method | Description 
 | ------ | --- 
-| [HasDownMouseButtons](xref:SiliconStudio.Xenko.Input.InputManager.HasDownMouseButtons) | Checks if one or more mouse buttons are currently pressed down. 
-| [HasPressedMouseButtons](xref:SiliconStudio.Xenko.Input.InputManager.HasPressedMouseButtons) | Checks if one or more mouse buttons were pressed in the last update. 
-| [HasReleasedMouseButtons](xref:SiliconStudio.Xenko.Input.InputManager.HasReleasedMouseButtons) | Checks if one or more mouse buttons were released in the last update. 
-| [IsMouseButtonDown (MouseButton)](xref:SiliconStudio.Xenko.Input.InputManager.IsMouseButtonDown\(SiliconStudio.Xenko.Input.MouseButton\)) | Checks if a specified mouse button is currently pressed down.
-| [IsMouseButtonPressed (MouseButton)](xref:SiliconStudio.Xenko.Input.InputManager.IsMouseButtonPressed\(SiliconStudio.Xenko.Input.MouseButton\)) | Checks if a specified mouse button was pressed in the last update. 
-| [IsMouseButtonReleased (MouseButton)](xref:SiliconStudio.Xenko.Input.InputManager.IsMouseButtonReleased\(SiliconStudio.Xenko.Input.MouseButton\)) | Checks if a specified mouse button was released in the last update. 
+| [HasDownMouseButtons](xref:Xenko.Input.InputManager.HasDownMouseButtons) | Checks if one or more mouse buttons are currently pressed down. 
+| [HasPressedMouseButtons](xref:Xenko.Input.InputManager.HasPressedMouseButtons) | Checks if one or more mouse buttons were pressed in the last update. 
+| [HasReleasedMouseButtons](xref:Xenko.Input.InputManager.HasReleasedMouseButtons) | Checks if one or more mouse buttons were released in the last update. 
+| [IsMouseButtonDown (MouseButton)](xref:Xenko.Input.InputManager.IsMouseButtonDown\(Xenko.Input.MouseButton\)) | Checks if a specified mouse button is currently pressed down.
+| [IsMouseButtonPressed (MouseButton)](xref:Xenko.Input.InputManager.IsMouseButtonPressed\(Xenko.Input.MouseButton\)) | Checks if a specified mouse button was pressed in the last update. 
+| [IsMouseButtonReleased (MouseButton)](xref:Xenko.Input.InputManager.IsMouseButtonReleased\(Xenko.Input.MouseButton\)) | Checks if a specified mouse button was released in the last update. 
 
 ### Mouse delta
 
-Use [InputManager.MouseDelta](xref:SiliconStudio.Xenko.Input.InputManager.MouseDelta) to get the change in mouse position in normalized coordinates since the last update. You can use this to analyze mouse movement speed and direction.
+Use [InputManager.MouseDelta](xref:Xenko.Input.InputManager.MouseDelta) to get the change in mouse position in normalized coordinates since the last update. You can use this to analyze mouse movement speed and direction.
 
 ### Mouse wheel delta 
 
 You can use the mouse wheel to trigger actions in a project. For example, in a first-person shooter game, moving the mouse wheel might switch weapons or zoom a camera.
 
-The [InputManager.MouseWheelDelta](xref:SiliconStudio.Xenko.Input.InputManager.MouseWheelDelta) returns a positive value when the user scrolls forwards and a negative value when the user scrolls backwards. A value of `0` indicates no movement.
+The [InputManager.MouseWheelDelta](xref:Xenko.Input.InputManager.MouseWheelDelta) returns a positive value when the user scrolls forwards and a negative value when the user scrolls backwards. A value of `0` indicates no movement.
 
 ## Lock the mouse position
 
@@ -78,12 +78,12 @@ You can lock the mouse position and hide the cursor with the following propertie
 
 | Method or property | Description |
 | --- | --- |
-| [LockMousePosition(Boolean)](xref:SiliconStudio.Xenko.Input.InputManager.LockMousePosition\(System.Boolean\)) | Locks the mouse position until the next call to the [UnlockMousePosition()](xref:SiliconStudio.Xenko.Input.InputManager.UnlockMousePosition) event. 
-| [UnlockMousePosition()](xref:SiliconStudio.Xenko.Input.InputManager.UnlockMousePosition) | Unlocks the mouse position locked by the [LockMousePosition(Boolean)](xref:SiliconStudio.Xenko.Input.InputManager.LockMousePosition\(System.Boolean\)) event. 
-| [IsMousePositionLocked](xref:SiliconStudio.Xenko.Input.InputManager.IsMousePositionLocked) | Checks if the mouse position is locked. 
+| [LockMousePosition(Boolean)](xref:Xenko.Input.InputManager.LockMousePosition\(System.Boolean\)) | Locks the mouse position until the next call to the [UnlockMousePosition()](xref:Xenko.Input.InputManager.UnlockMousePosition) event. 
+| [UnlockMousePosition()](xref:Xenko.Input.InputManager.UnlockMousePosition) | Unlocks the mouse position locked by the [LockMousePosition(Boolean)](xref:Xenko.Input.InputManager.LockMousePosition\(System.Boolean\)) event. 
+| [IsMousePositionLocked](xref:Xenko.Input.InputManager.IsMousePositionLocked) | Checks if the mouse position is locked. 
 
 > [!Tip] 
-> You can get or set mouse visibility with [GameWindow.IsMouseVisible](xref:SiliconStudio.Xenko.Games.GameWindow.IsMouseVisible).
+> You can get or set mouse visibility with [GameWindow.IsMouseVisible](xref:Xenko.Games.GameWindow.IsMouseVisible).
 
 ## Example code
 

+ 13 - 13
en/manual/input/pointers.md

@@ -29,9 +29,9 @@ You can enable gesture recognition to detect gestures such as long presses and t
 
 ## The PointerEvent class
 
-[PointerEvent](xref:SiliconStudio.Xenko.Input.PointerEvent) reports pointer events. It contains the current **pointer status** and time information. It is thrown every time the **pointer** is modified.
+[PointerEvent](xref:Xenko.Input.PointerEvent) reports pointer events. It contains the current **pointer status** and time information. It is thrown every time the **pointer** is modified.
 
-You can access the list of **pointer events** since the last update using [InputManager.PointerEvents](xref:SiliconStudio.Xenko.Input.InputManager.PointerEvents). Xenko lists pointer events in chronological order. The list is cleared at every update, so you don't need to clear it manually.
+You can access the list of **pointer events** since the last update using [InputManager.PointerEvents](xref:Xenko.Input.InputManager.PointerEvents). Xenko lists pointer events in chronological order. The list is cleared at every update, so you don't need to clear it manually.
 
 ### Get pointer information
 
@@ -39,7 +39,7 @@ You can use the following properties to get information about the pointer that t
 
 |Property|Description
 |--------|-----------
-|[PointerEvent.PointerId](xref:SiliconStudio.Xenko.Input.PointerEvent.PointerId) | Indicates the ID of the pointer which triggered the event.
+|[PointerEvent.PointerId](xref:Xenko.Input.PointerEvent.PointerId) | Indicates the ID of the pointer which triggered the event.
 
 > [!Warning]
 > The ID of a pointer is valid only during a single _Pressed->Moved->Released_ sequence of pointer events.
@@ -61,24 +61,24 @@ You can get the pointer position in normalized or absolute coordinates.
 
 #### Normalized coordinates
 
-@'SiliconStudio.Xenko.Input.PointerEvent.Position' returns the pointer position in **normalized** X and Y coordinates instead of actual screen sizes in pixels. This means the pointer position adjusts to any resolution and you don't have to write separate code for different resolutions.
+@'Xenko.Input.PointerEvent.Position' returns the pointer position in **normalized** X and Y coordinates instead of actual screen sizes in pixels. This means the pointer position adjusts to any resolution and you don't have to write separate code for different resolutions.
 
 * (0,0): the pointer is in the top-left corner of the screen
 * (1,1): the pointer is in the bottom-right corner of the screen
 
 #### Absolute coordinates
 
-[PointerEvent.AbsolutePosition](xref:SiliconStudio.Xenko.Input.PointerEvent.AbsolutePosition) returns the pointer position in absolute X and Y coordinates (the actual screen size in pixels). For example, if the pointer is in the top-left corner of the screen, the values are (0,0). If the pointer is in the bottom-right corner, the values depends on the screen resolution (eg 1280, 720).
+[PointerEvent.AbsolutePosition](xref:Xenko.Input.PointerEvent.AbsolutePosition) returns the pointer position in absolute X and Y coordinates (the actual screen size in pixels). For example, if the pointer is in the top-left corner of the screen, the values are (0,0). If the pointer is in the bottom-right corner, the values depends on the screen resolution (eg 1280, 720).
 
 > [!Tip]
-> To get the actual size of the screen, access [IPointerDevice.SurfaceSize](xref:SiliconStudio.Xenko.Input.IPointerDevice.SurfaceSize). For example:
+> To get the actual size of the screen, access [IPointerDevice.SurfaceSize](xref:Xenko.Input.IPointerDevice.SurfaceSize). For example:
 > ```cs
 > var surfaceSize = Input.Pointer.SurfaceSize;
 > ```
 
 ### Get pointer events
 
-Use the [PointerEvent.EventType](xref:SiliconStudio.Xenko.Input.PointerEvent.EventType) to check the pointer events.
+Use the [PointerEvent.EventType](xref:Xenko.Input.PointerEvent.EventType) to check the pointer events.
 
 There are five types of pointer event:
 
@@ -92,20 +92,20 @@ There are five types of pointer event:
 
 ### Get delta values
 
-[PointerEvent.DeltaTime](xref:SiliconStudio.Xenko.Input.PointerEvent.DeltaTime) gets the time elapsed from the previous @'SiliconStudio.Xenko.Input.PointerEvent'.
+[PointerEvent.DeltaTime](xref:Xenko.Input.PointerEvent.DeltaTime) gets the time elapsed from the previous @'Xenko.Input.PointerEvent'.
 
 You can get the delta position in normalized or absolute coordinates.
 
 ### Normalized delta values
 
-[PointerEvent.DeltaPosition](xref:SiliconStudio.Xenko.Input.PointerEvent.DeltaPosition) gets the change in position since the previous @'SiliconStudio.Xenko.Input.PointerEvent' in **normalized** X,Y coordinates.
+[PointerEvent.DeltaPosition](xref:Xenko.Input.PointerEvent.DeltaPosition) gets the change in position since the previous @'Xenko.Input.PointerEvent' in **normalized** X,Y coordinates.
 
 > [!Note] 
 > Delta values are always nulls at the beginning of the sequence of pointer events (ie when the **pointer state** is **down**).
 
 ### Absolute delta values
 
-[PointerEvent.DeltaPosition](xref:SiliconStudio.Xenko.Input.PointerEvent.AbsoluteDeltaPosition) gets the change in position since the previous @'SiliconStudio.Xenko.Input.PointerEvent' in **absolute** (X,Y) coordinates.
+[PointerEvent.DeltaPosition](xref:Xenko.Input.PointerEvent.AbsoluteDeltaPosition) gets the change in position since the previous @'Xenko.Input.PointerEvent' in **absolute** (X,Y) coordinates.
 
 ## Example code
 
@@ -116,10 +116,10 @@ using System;
 using System.Collections.Generic;
 using System.Linq;
 using System.Threading.Tasks;
-using SiliconStudio.Core.Mathematics;
-using SiliconStudio.Xenko.Engine;
+using Xenko.Core.Mathematics;
+using Xenko.Engine;
 
-namespace SiliconStudio.Xenko.Input.Tests
+namespace Xenko.Input.Tests
 {
     public class PointerTestScript : AsyncScript
     {

+ 15 - 15
en/manual/input/sensors.md

@@ -5,7 +5,7 @@
 
 You can use various **sensors**, such as gyroscopes and accelerometers, as input devices in your project. Sensors are often used in mobile games.
 
-Use @'SiliconStudio.Xenko.Input.InputManager' to access sensors and:
+Use @'Xenko.Input.InputManager' to access sensors and:
 
 * check if a sensor is supported by Xenko
 * disable a sensor
@@ -20,9 +20,9 @@ Xenko can receive data from six types of sensor:
 * Compass
 * Gyroscope 
 
-They inherit from @'SiliconStudio.Xenko.Input.ISensorDevice'.
+They inherit from @'Xenko.Input.ISensorDevice'.
 
-Xenko creates a default instance for each sensor type. You can access each instance from the @'SiliconStudio.Xenko.Input.InputManager'.
+Xenko creates a default instance for each sensor type. You can access each instance from the @'Xenko.Input.InputManager'.
 
 Sensors are state-based. Each sensor instance is automatically updated every frame, and contains the value of the sensor just before the update.
 
@@ -47,7 +47,7 @@ var hasCompass = Input.Compass != null;
 
 By default, Xenko disables all available sensors, as retrieving and updating sensor data takes significant CPU time.
 
-To enable a sensor, set @'SiliconStudio.Xenko.Input.ISensorDevice.IsEnabled' to `true`. When you don't need the sensor, disable it by setting the property to `false`.
+To enable a sensor, set @'Xenko.Input.ISensorDevice.IsEnabled' to `true`. When you don't need the sensor, disable it by setting the property to `false`.
 
 ## Use the orientation sensor
 
@@ -55,15 +55,15 @@ The **orientation sensor** indicates the **orientation of the device** with resp
 
 ![Orientation sensor](media/sensor-overview-orientation-sensor.png)
 
-Use [Input.Orientation](xref:SiliconStudio.Xenko.Input.InputManager.Orientation) to get the current orientation of the device.
+Use [Input.Orientation](xref:Xenko.Input.InputManager.Orientation) to get the current orientation of the device.
 
 | Property        | Description     | Declaration 
 |-----------------|----------------|---------------
-| [Roll](xref:SiliconStudio.Xenko.Input.IOrientationSensor.Roll) | The rotation around the X-axis | `public float Roll { get; }`
-| [Pitch](xref:SiliconStudio.Xenko.Input.IOrientationSensor.Pitch) | The rotation around the Y-axis| `public float Pitch { get; }`
-| [Yaw](xref:SiliconStudio.Xenko.Input.IOrientationSensor.Yaw)  | The rotation around the Z-axis | `public float Yaw { get; }`
-| [Rotation Matrix](xref:SiliconStudio.Xenko.Input.IOrientationSensor.RotationMatrix) | The device rotation | `public Matrix RotationMatrix { get; }`
-| [Quaternion](xref:SiliconStudio.Xenko.Input.IOrientationSensor.Quaternion) | The device orientation and rotation |  `public Quaternion Quaternion { get; }`
+| [Roll](xref:Xenko.Input.IOrientationSensor.Roll) | The rotation around the X-axis | `public float Roll { get; }`
+| [Pitch](xref:Xenko.Input.IOrientationSensor.Pitch) | The rotation around the Y-axis| `public float Pitch { get; }`
+| [Yaw](xref:Xenko.Input.IOrientationSensor.Yaw)  | The rotation around the Z-axis | `public float Yaw { get; }`
+| [Rotation Matrix](xref:Xenko.Input.IOrientationSensor.RotationMatrix) | The device rotation | `public Matrix RotationMatrix { get; }`
+| [Quaternion](xref:Xenko.Input.IOrientationSensor.Quaternion) | The device orientation and rotation |  `public Quaternion Quaternion { get; }`
 
 For example:
 
@@ -98,7 +98,7 @@ The **accelerometer** measures the raw acceleration applied to the device. This
 > [!NOTE]
 > When the user isn't applying force, the **device acceleration** is equal to its **gravity**.
 
-To get the raw acceleration, use [Accelerometer.Acceleration](xref:SiliconStudio.Xenko.Input.IAccelerometerSensor.Acceleration). For example:
+To get the raw acceleration, use [Accelerometer.Acceleration](xref:Xenko.Input.IAccelerometerSensor.Acceleration). For example:
 ```
 var acceleration = Input.Accelerometer.Acceleration;
 ```
@@ -106,7 +106,7 @@ var acceleration = Input.Accelerometer.Acceleration;
 ### Use the user acceleration sensor
 The **user acceleration sensor** is similar to the accelerometer, but measures the acceleration applied **only** by a user (without gravitational acceleration). 
 
-To get the user acceleration, use [UserAcceleration.Acceleration](xref:SiliconStudio.Xenko.Input.IUserAccelerationSensor.Acceleration). For example:
+To get the user acceleration, use [UserAcceleration.Acceleration](xref:Xenko.Input.IUserAccelerationSensor.Acceleration). For example:
 
 ```cs                       
 var userAcceleration = Input.UserAcceleration.Acceleration;
@@ -115,7 +115,7 @@ var userAcceleration = Input.UserAcceleration.Acceleration;
 ### Use the gravity sensor
 The gravity sensor gives a 3D vector indicating the direction and magnitude of gravity (meters per second squared) acting on the device.
 
-To get the gravity vector, use [GravitySensor](xref:SiliconStudio.Xenko.Input.IGravitySensor). For example:
+To get the gravity vector, use [GravitySensor](xref:Xenko.Input.IGravitySensor). For example:
 
 ```cs
  var gravityVector = Input.Gravity.Vector;
@@ -127,7 +127,7 @@ The **compass** indicates measures the angle between the top of the device and t
 
 ![Compass](media/sensor-overview-compasss.png)
 
-To get this angle, use [CompassSensor.Heading](xref:SiliconStudio.Xenko.Input.ICompassSensor.Heading). For example:
+To get this angle, use [CompassSensor.Heading](xref:Xenko.Input.ICompassSensor.Heading). For example:
 
 ```cs
 var heading = Input.Compass.Heading;
@@ -139,7 +139,7 @@ The gyroscope measures the **rotation speed** of the device (**radians per secon
 
 ![Gyroscope](media/sensor-overview-gyroscope-sensor.png)
 
-To get the rotation speed, use [GyroscopeSensor.RotationRate](xref:SiliconStudio.Xenko.Input.IGyroscopeSensor.RotationRate). For example:
+To get the rotation speed, use [GyroscopeSensor.RotationRate](xref:Xenko.Input.IGyroscopeSensor.RotationRate). For example:
 
 ```cs
   var rotationRate = Input.Gyroscope.RotationRate; 

+ 1 - 1
en/manual/navigation/navigation-components.md

@@ -52,7 +52,7 @@ void Move(Vector3 from, Vector3 to)
 }
 ```
 
-For more information, see the [NavigationComponent API documentation](xref:SiliconStudio.Xenko.Navigation.NavigationComponent).
+For more information, see the [NavigationComponent API documentation](xref:Xenko.Navigation.NavigationComponent).
 
 ## See also
 

+ 5 - 5
en/manual/particles/tutorials/custom-particles.md

@@ -86,7 +86,7 @@ We'll create a spawner which emits particles per second **and** in bursts every
     }
 ```
 
-This class mimics the @'SiliconStudio.Xenko.Particles.Spawners.ParticleSpawner', with the addition of a `BurstCount` and a `burstTimer` to control how often and how many particles are spawned in bursts.
+This class mimics the @'Xenko.Particles.Spawners.ParticleSpawner', with the addition of a `BurstCount` and a `burstTimer` to control how often and how many particles are spawned in bursts.
 
 The `SpawnNew` method is called every frame to allow the spawner to calculate how many new particles should be emitted in the emitter based on the elapsed time.
 
@@ -129,7 +129,7 @@ We want to place the particles in a cone and shoot them outwards when they spawn
     }
 ```
 
-Our initializer simply defines an angle for the cone and strength for the velocity. Any scaling and rotation of the cone come from the location inheritance and offset, which are common for all initializers and updaters and are ready to use. For more information, see the @'SiliconStudio.Xenko.Particles.Initializers.ParticleInitializer'.
+Our initializer simply defines an angle for the cone and strength for the velocity. Any scaling and rotation of the cone come from the location inheritance and offset, which are common for all initializers and updaters and are ready to use. For more information, see the @'Xenko.Particles.Initializers.ParticleInitializer'.
 
 The constructor for the initializer is important, as it sets the list of required fields we'll use. The initializer sets the particle's position and velocity, so we add those, and needs to generate some randomness, so we also add the random seed which we are going to use. All particles have `Life` and `RandomSeed` fields when they spawn.
 
@@ -189,9 +189,9 @@ Because there's no such field yet, start by creating a new particle field. Let's
     }
 ```
 
-The field has type @'SiliconStudio.Core.Mathematics.Vector2', since we only need two values for the width and the height. No fields are added automatically to the particles, so even if you have many declarations, the particle size won't change. Fields are only added when we plug a module which requires them, such as the custom updater below.
+The field has type @'Xenko.Core.Mathematics.Vector2', since we only need two values for the width and the height. No fields are added automatically to the particles, so even if you have many declarations, the particle size won't change. Fields are only added when we plug a module which requires them, such as the custom updater below.
 
-For API reference, see @'SiliconStudio.Xenko.Particles.Modules.ParticleUpdater'.
+For API reference, see @'Xenko.Particles.Modules.ParticleUpdater'.
 
   ```cs
     [DataContract("CustomParticleUpdater")] // Used for serialization so that our custom object can be saved. A good practice is to have the data contract have the same name as the class name.
@@ -272,7 +272,7 @@ public unsafe override int BuildVertexBuffer(ParticleVertexBuilder vtxBuilder, V
     ref Vector3 spaceTranslation, ref Quaternion spaceRotation, float spaceScale, ParticleSorter sorter)
 ```
 
-This method is called when it needs our shape builder to iterate over all particles and build the shape. The @'SiliconStudio.Xenko.Particles.VertexLayouts.ParticleVertexBuilder' is the wrapper around our vertex stream. We'll use it to write out the vertex data for the particles.
+This method is called when it needs our shape builder to iterate over all particles and build the shape. The @'Xenko.Particles.VertexLayouts.ParticleVertexBuilder' is the wrapper around our vertex stream. We'll use it to write out the vertex data for the particles.
 
 `inverseViewX` and `inverseViewY` are unit vectors in camera space passed down to the shape builder if we need to generate camera-facing shapes.
 

+ 2 - 2
en/manual/particles/tutorials/media/SpawnTrail.cs

@@ -3,8 +3,8 @@ using System.Collections.Generic;
 using System.Linq;
 using System.Text;
 using System.Threading.Tasks;
-using SiliconStudio.Core;
-using SiliconStudio.Xenko.Engine;
+using Xenko.Core;
+using Xenko.Engine;
 
 namespace MyTrailEffect
 {

+ 6 - 6
en/manual/particles/tutorials/particle-materials.md

@@ -120,7 +120,7 @@ If we define more streams in our shader (`ParticleCustomShader`), they're export
 The generated .cs file should now contain:
 
   ```cs
-namespace SiliconStudio.Xenko.Rendering
+namespace Xenko.Rendering
 {
     public static partial class ParticleCustomShaderKeys
     {
@@ -134,7 +134,7 @@ We don't need this stream for now, so we can delete it.
 We'll define some extra keys in `ParticleCustomMaterialKeys.cs` to use in our material and effects.
 
   ```cs
-namespace SiliconStudio.Xenko.Rendering
+namespace Xenko.Rendering
 {
     public partial class ParticleCustomShaderKeys
     {
@@ -158,7 +158,7 @@ namespace SiliconStudio.Xenko.Rendering
 }
 ```
 
-As we saw above, the generated class has the same name and the namespace is `SiliconStudio.Xenko.Rendering`, so we have to make our class partial and match the namespace. This has no effect on this specific sample, but will result in compilation error if your shader code auto-generates some keys.
+As we saw above, the generated class has the same name and the namespace is `Xenko.Rendering`, so we have to make our class partial and match the namespace. This has no effect on this specific sample, but will result in compilation error if your shader code auto-generates some keys.
 
 The rest of the code is self-explanatory. We'll need the map and value keys for shader generation later, and we'll set our generated code to the `BaseColor` and `BaseIntensity` keys respectively so the shader can use it.
 
@@ -206,7 +206,7 @@ By overriding the `Shading()` method we can define our custom behavior. Because
 Our effect describes how to mix and compose the shaders. It's in `ParticleCustomEffect.xkfx`:
 
   ```cs
-namespace SiliconStudio.Xenko.Rendering
+namespace Xenko.Rendering
 {
     partial shader ParticleCustomEffect
     {
@@ -249,7 +249,7 @@ Last, we need a material which sets all the keys and uses the newly created effe
 
 #### Custom particle material
 
-We'll copy @'SiliconStudio.Xenko.Particles.Materials.ParticleMaterialComputeColor' into `ParticleCustomMaterial.cs` in our project and customize it to use two shaders for color binary trees.
+We'll copy @'Xenko.Particles.Materials.ParticleMaterialComputeColor' into `ParticleCustomMaterial.cs` in our project and customize it to use two shaders for color binary trees.
 
   ```cs
         [DataMemberIgnore]
@@ -269,7 +269,7 @@ The base class automatically tries to load the effect specified with `EffectName
         private AttributeDescription texCoord1 = new AttributeDescription("TEXCOORD1");
 ```
 
-In addition to the already existing @'SiliconStudio.Xenko.Rendering.Materials.IComputeColor', we'll use @'SiliconStudio.Xenko.Rendering.Materials.IComputeScalar' for intensity, which returns a float, rather than a float4. We will also add another  @'SiliconStudio.Xenko.Particles.Materials.UVBuilder' for a second texture coordinates animation.
+In addition to the already existing @'Xenko.Rendering.Materials.IComputeColor', we'll use @'Xenko.Rendering.Materials.IComputeScalar' for intensity, which returns a float, rather than a float4. We will also add another  @'Xenko.Particles.Materials.UVBuilder' for a second texture coordinates animation.
 
   ```cs
     var shaderBaseColor = ComputeColor.GenerateShaderSource(shaderGeneratorContext, new MaterialComputeColorKeys(ParticleCustomShaderKeys.EmissiveMap, ParticleCustomShaderKeys.EmissiveValue, Color.White));

+ 1 - 1
en/manual/physics/characters.md

@@ -3,7 +3,7 @@
 <span class="label label-doc-level">Beginner</span>
 <span class="label label-doc-audience">Designer</span>
 
-**Character** colliders are used for player and script-controlled characters such as NPCs. Entities with [character components](xref:SiliconStudio.Xenko.Physics.CharacterComponent) can only be moved with [SetVelocity](xref:SiliconStudio.Xenko.Physics.CharacterComponent.SetVelocity\(SiliconStudio.Core.Mathematics.Vector3\)), [Jump](xref:SiliconStudio.Xenko.Physics.CharacterComponent.Jump), and [Teleport](xref:SiliconStudio.Xenko.Physics.CharacterComponent.Teleport\(SiliconStudio.Core.Mathematics.Vector3\)).
+**Character** colliders are used for player and script-controlled characters such as NPCs. Entities with [character components](xref:Xenko.Physics.CharacterComponent) can only be moved with [SetVelocity](xref:Xenko.Physics.CharacterComponent.SetVelocity\(Xenko.Core.Mathematics.Vector3\)), [Jump](xref:Xenko.Physics.CharacterComponent.Jump), and [Teleport](xref:Xenko.Physics.CharacterComponent.Teleport\(Xenko.Core.Mathematics.Vector3\)).
 
 ## Add a character component to an entity
 

+ 15 - 15
en/manual/physics/constraints.md

@@ -9,7 +9,7 @@
 
 Constraints can either link two rigidbodies together, or link a single rigidbody to a point in the world. They allow for interaction and dependency among rigidbodies. 
 
-There are six [types of constraints](xref:SiliconStudio.Xenko.Physics.ConstraintTypes):
+There are six [types of constraints](xref:Xenko.Physics.ConstraintTypes):
 
 * hinges
 * gears
@@ -25,34 +25,34 @@ For a demonstration of the different constraints, load the **PhysicsSample** sam
 > [!Note]
 > Currently, you can only use constraints from scripts.
 
-To create a constraint, use the [Simulation](xref:SiliconStudio.Xenko.Physics.Simulation) static method [CreateConstraint](xref:SiliconStudio.Xenko.Physics.Simulation.CreateConstraint\(SiliconStudio.Xenko.Physics.ConstraintTypes,SiliconStudio.Xenko.Physics.RigidbodyComponent,SiliconStudio.Core.Mathematics.Matrix,System.Boolean\)):
+To create a constraint, use the [Simulation](xref:Xenko.Physics.Simulation) static method [CreateConstraint](xref:Xenko.Physics.Simulation.CreateConstraint\(Xenko.Physics.ConstraintTypes,Xenko.Physics.RigidbodyComponent,Xenko.Core.Mathematics.Matrix,System.Boolean\)):
 
 ```cs
 CreateConstraint(ConstraintTypes type, RigidbodyComponent rigidBodyA, Matrix frameA, bool useReferenceFrameA);
 ```
 
-This links [RigidBodyA](xref:SiliconStudio.Xenko.Physics.Constraint.RigidBodyA) to the world at its current location.
-The boolean [useReferenceFrameA](xref:SiliconStudio.Xenko.Physics.Simulation.CreateConstraint\(SiliconStudio.Xenko.Physics.ConstraintTypes,SiliconStudio.Xenko.Physics.RigidbodyComponent,SiliconStudio.Core.Mathematics.Matrix,System.Boolean\)) specifies which coordinate system the limit is applied to (either [RigidBodyA](xref:SiliconStudio.Xenko.Physics.Constraint.RigidBodyA) or the world).
+This links [RigidBodyA](xref:Xenko.Physics.Constraint.RigidBodyA) to the world at its current location.
+The boolean [useReferenceFrameA](xref:Xenko.Physics.Simulation.CreateConstraint\(Xenko.Physics.ConstraintTypes,Xenko.Physics.RigidbodyComponent,Xenko.Core.Mathematics.Matrix,System.Boolean\)) specifies which coordinate system the limit is applied to (either [RigidBodyA](xref:Xenko.Physics.Constraint.RigidBodyA) or the world).
 
 > [!Note]
-> * In the case of [ConstraintTypes.Point2Point](xref:SiliconStudio.Xenko.Physics.ConstraintTypes), the frame represents a pivot in A. Only the translation vector is considered. [useReferenceFrameA](xref:SiliconStudio.Xenko.Physics.Simulation.CreateConstraint\(SiliconStudio.Xenko.Physics.ConstraintTypes,SiliconStudio.Xenko.Physics.RigidbodyComponent,SiliconStudio.Core.Mathematics.Matrix,System.Boolean\)) is ignored.
-> * In the case of [ConstraintTypes.Hinge](xref:SiliconStudio.Xenko.Physics.ConstraintTypes), the frame represents a pivot in A and Axis in A. This is because the hinge allows only a limited angle of rotation between the rigidbody and the world.
-> * In the case of [ConstraintTypes.ConeTwist](xref:SiliconStudio.Xenko.Physics.ConstraintTypes), [useReferenceFrameA](xref:SiliconStudio.Xenko.Physics.Simulation.CreateConstraint\(SiliconStudio.Xenko.Physics.ConstraintTypes,SiliconStudio.Xenko.Physics.RigidbodyComponent,SiliconStudio.Core.Mathematics.Matrix,System.Boolean\)) is ignored.
-> * [ConstraintTypes.Gear](xref:SiliconStudio.Xenko.Physics.ConstraintTypes) needs two rigidbodies to be created. This function will throw an exception.
+> * In the case of [ConstraintTypes.Point2Point](xref:Xenko.Physics.ConstraintTypes), the frame represents a pivot in A. Only the translation vector is considered. [useReferenceFrameA](xref:Xenko.Physics.Simulation.CreateConstraint\(Xenko.Physics.ConstraintTypes,Xenko.Physics.RigidbodyComponent,Xenko.Core.Mathematics.Matrix,System.Boolean\)) is ignored.
+> * In the case of [ConstraintTypes.Hinge](xref:Xenko.Physics.ConstraintTypes), the frame represents a pivot in A and Axis in A. This is because the hinge allows only a limited angle of rotation between the rigidbody and the world.
+> * In the case of [ConstraintTypes.ConeTwist](xref:Xenko.Physics.ConstraintTypes), [useReferenceFrameA](xref:Xenko.Physics.Simulation.CreateConstraint\(Xenko.Physics.ConstraintTypes,Xenko.Physics.RigidbodyComponent,Xenko.Core.Mathematics.Matrix,System.Boolean\)) is ignored.
+> * [ConstraintTypes.Gear](xref:Xenko.Physics.ConstraintTypes) needs two rigidbodies to be created. This function will throw an exception.
 
 ```cs
 CreateConstraint(ConstraintTypes type, RigidbodyComponent rigidBodyA, RigidbodyComponent rigidBodyB, Matrix frameA, Matrix frameB, bool useReferenceFrameA)
 ```
 
-This method links [RigidBodyA](xref:SiliconStudio.Xenko.Physics.Constraint.RigidBodyA) to  [RigidBodyB](xref:SiliconStudio.Xenko.Physics.Constraint.RigidBodyB).
+This method links [RigidBodyA](xref:Xenko.Physics.Constraint.RigidBodyA) to  [RigidBodyB](xref:Xenko.Physics.Constraint.RigidBodyB).
 
 > [!Note]
-> * In the case of [ConstraintTypes.Point2Point](xref:SiliconStudio.Xenko.Physics.ConstraintTypes), the frame represents a pivot in A or B. Only the translation vector is considered. [useReferenceFrameA](xref:SiliconStudio.Xenko.Physics.Simulation.CreateConstraint\(SiliconStudio.Xenko.Physics.ConstraintTypes,SiliconStudio.Xenko.Physics.RigidbodyComponent,SiliconStudio.Core.Mathematics.Matrix,System.Boolean\)) is ignored.
-> * In the case of [ConstraintTypes.Hinge](xref:SiliconStudio.Xenko.Physics.ConstraintTypes) the frame represents pivot in A/B and Axis in A/B. This is because the hinge allows only a limited angle of rotation between the rigidbody and the world in this case.
-> * In the case of [ConstraintTypes.ConeTwist](xref:SiliconStudio.Xenko.Physics.ConstraintTypes), [useReferenceFrameA](xref:SiliconStudio.Xenko.Physics.Simulation.CreateConstraint\(SiliconStudio.Xenko.Physics.ConstraintTypes,SiliconStudio.Xenko.Physics.RigidbodyComponent,SiliconStudio.Core.Mathematics.Matrix,System.Boolean\)) is ignored.
-> * In the case of [ConstraintTypes.Gear](xref:SiliconStudio.Xenko.Physics.ConstraintTypes), [useReferenceFrameA](xref:SiliconStudio.Xenko.Physics.Simulation.CreateConstraint\(SiliconStudio.Xenko.Physics.ConstraintTypes,SiliconStudio.Xenko.Physics.RigidbodyComponent,SiliconStudio.Core.Mathematics.Matrix,System.Boolean\)) is ignored. The frame just represents the axis either in A or B; only the translation vector (which should contain the axis) is used.
+> * In the case of [ConstraintTypes.Point2Point](xref:Xenko.Physics.ConstraintTypes), the frame represents a pivot in A or B. Only the translation vector is considered. [useReferenceFrameA](xref:Xenko.Physics.Simulation.CreateConstraint\(Xenko.Physics.ConstraintTypes,Xenko.Physics.RigidbodyComponent,Xenko.Core.Mathematics.Matrix,System.Boolean\)) is ignored.
+> * In the case of [ConstraintTypes.Hinge](xref:Xenko.Physics.ConstraintTypes) the frame represents pivot in A/B and Axis in A/B. This is because the hinge allows only a limited angle of rotation between the rigidbody and the world in this case.
+> * In the case of [ConstraintTypes.ConeTwist](xref:Xenko.Physics.ConstraintTypes), [useReferenceFrameA](xref:Xenko.Physics.Simulation.CreateConstraint\(Xenko.Physics.ConstraintTypes,Xenko.Physics.RigidbodyComponent,Xenko.Core.Mathematics.Matrix,System.Boolean\)) is ignored.
+> * In the case of [ConstraintTypes.Gear](xref:Xenko.Physics.ConstraintTypes), [useReferenceFrameA](xref:Xenko.Physics.Simulation.CreateConstraint\(Xenko.Physics.ConstraintTypes,Xenko.Physics.RigidbodyComponent,Xenko.Core.Mathematics.Matrix,System.Boolean\)) is ignored. The frame just represents the axis either in A or B; only the translation vector (which should contain the axis) is used.
 
-The boolean [useReferenceFrameA](xref:SiliconStudio.Xenko.Physics.Simulation.CreateConstraint\(SiliconStudio.Xenko.Physics.ConstraintTypes,SiliconStudio.Xenko.Physics.RigidbodyComponent,SiliconStudio.Core.Mathematics.Matrix,System.Boolean\)) determines which coordinate system ([RigidBodyA](xref:SiliconStudio.Xenko.Physics.Constraint.RigidBodyA) or [RigidBodyB](xref:SiliconStudio.Xenko.Physics.Constraint.RigidBodyB)) the limits are applied to.
+The boolean [useReferenceFrameA](xref:Xenko.Physics.Simulation.CreateConstraint\(Xenko.Physics.ConstraintTypes,Xenko.Physics.RigidbodyComponent,Xenko.Core.Mathematics.Matrix,System.Boolean\)) determines which coordinate system ([RigidBodyA](xref:Xenko.Physics.Constraint.RigidBodyA) or [RigidBodyB](xref:Xenko.Physics.Constraint.RigidBodyB)) the limits are applied to.
 
 ## Add constraints to the simulation
 
@@ -69,7 +69,7 @@ var disableCollisionsBetweenLinkedBodies = true;
 this.GetSimulation().AddConstraint(constraint, disableCollisionsBetweenLinkedBodies);
 ```
 
-The parameter [disableCollisionsBetweenLinkedBodies](xref:SiliconStudio.Xenko.Physics.Simulation.AddConstraint\(SiliconStudio.Xenko.Physics.Constraint,System.Boolean\))
+The parameter [disableCollisionsBetweenLinkedBodies](xref:Xenko.Physics.Simulation.AddConstraint\(Xenko.Physics.Constraint,System.Boolean\))
  stops linked bodies colliding with each other.
 
 Likewise, to remove a constraint from the simulation, use:

+ 1 - 1
en/manual/physics/raycasting.md

@@ -8,7 +8,7 @@
 >[!Note]
 >Raycasting uses **colliders** to calculate intersections. It ignores entities that have no collider component. For more information, see [Colliders](colliders.md).
 
-To use a raycast, in the current [Simulation](xref:SiliconStudio.Xenko.Physics.Simulation), use [Simulation.Raycast](xref:SiliconStudio.Xenko.Physics.Simulation.Raycast\(SiliconStudio.Core.Mathematics.Vector3,SiliconStudio.Core.Mathematics.Vector3\)).
+To use a raycast, in the current [Simulation](xref:Xenko.Physics.Simulation), use [Simulation.Raycast](xref:Xenko.Physics.Simulation.Raycast\(Xenko.Core.Mathematics.Vector3,Xenko.Core.Mathematics.Vector3\)).
 
 For an example of raycasting, see the **Physics Sample** project included with Xenko.
 

+ 7 - 7
en/manual/physics/script-a-trigger.md

@@ -156,10 +156,10 @@ Let's write a script to change the size of the ball when it enters the trigger.
 3. Open the script, replace its content with the following code, and save the file:
 
     ```cs
-    using SiliconStudio.Xenko.Engine;
-    using SiliconStudio.Xenko.Physics;
+    using Xenko.Engine;
+    using Xenko.Physics;
     using System.Threading.Tasks;
-    using SiliconStudio.Core.Mathematics;
+    using Xenko.Core.Mathematics;
 
     namespace TransformTrigger
     // You can use any namespace you like for this script.
@@ -231,11 +231,11 @@ You can alter the script to make other changes when the sphere enters the trigge
 For example, you can switch the material on the sphere entity. This script switches the material on the Sphere entity from the **Sphere Material** to the **Ground Material** and back again:
 
 ```cs
-using SiliconStudio.Xenko.Engine;
-using SiliconStudio.Xenko.Physics;
+using Xenko.Engine;
+using Xenko.Physics;
 using System.Threading.Tasks;
-using SiliconStudio.Core.Mathematics;
-using SiliconStudio.Xenko.Rendering;
+using Xenko.Core.Mathematics;
+using Xenko.Rendering;
 
 namespace TransformTrigger
 // You can use any namespace you like for this script.

+ 5 - 5
en/manual/physics/simulation.md

@@ -3,19 +3,19 @@
 <span class="label label-doc-level">Intermediate</span>
 <span class="label label-doc-audience">Programmer</span>
 
-Xenko's physics are controlled by the [Simulation](xref:SiliconStudio.Xenko.Physics.Simulation) class.
-You can change how Xenko initializes the [simulation](xref:SiliconStudio.Xenko.Physics.Simulation) by modifying flags in [PhysicsSettings](xref:SiliconStudio.Xenko.Physics.PhysicsSettings), accessed in the **GameSettings** asset properties.
+Xenko's physics are controlled by the [Simulation](xref:Xenko.Physics.Simulation) class.
+You can change how Xenko initializes the [simulation](xref:Xenko.Physics.Simulation) by modifying flags in [PhysicsSettings](xref:Xenko.Physics.PhysicsSettings), accessed in the **GameSettings** asset properties.
 
 ![Physics Settings](media/simulation-physics-settings.png)
 
-* `CollisionsOnly` initializes the [Simulation](xref:SiliconStudio.Xenko.Physics.Simulation) with collision detection turned on, but no other physics. Objects won't react to physical forces.
+* `CollisionsOnly` initializes the [Simulation](xref:Xenko.Physics.Simulation) with collision detection turned on, but no other physics. Objects won't react to physical forces.
 
-* `ContinuousCollisionDetection` initializes the [Simulation](xref:SiliconStudio.Xenko.Physics.Simulation) with continuous collision detection (CCD). CCD prevents fast-moving entities (such as bullets) erroneously passing through other entities.
+* `ContinuousCollisionDetection` initializes the [Simulation](xref:Xenko.Physics.Simulation) with continuous collision detection (CCD). CCD prevents fast-moving entities (such as bullets) erroneously passing through other entities.
 
 > [!Note] 
 > The ``SoftBodySupport``, ``MultiThreaded``, and ``UseHardwareWhenPossible`` flags are currently disabled.
 
-At runtime, you can change some [Simulation](xref:SiliconStudio.Xenko.Physics.Simulation) parameters:
+At runtime, you can change some [Simulation](xref:Xenko.Physics.Simulation) parameters:
 
 * `Gravity` — the global gravity, in [world units](../game-studio/world-units.md) per second squared
 * `FixedTimeStep` — the length of a simulation timestep, in seconds

+ 1 - 1
en/manual/platforms/index.md

@@ -13,7 +13,7 @@ Xenko is cross-platform game engine. This means you can create your game once, t
 * [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:SiliconStudio.Core.Platform.Type) variable.
+> 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:Xenko.Core.Platform.Type) variable.
 
 ## Supported graphics platforms
 

+ 1 - 1
en/manual/platforms/set-the-graphics-platform.md

@@ -58,7 +58,7 @@ Xenko overrides the graphics platform for the platforms you selected.
 
 2. Run the project. 
 
-3. Check the value of the [GraphicsDevice.Platform](xref:SiliconStudio.Xenko.Graphics.GraphicsDevice.Platform) variable.
+3. Check the value of the [GraphicsDevice.Platform](xref:Xenko.Graphics.GraphicsDevice.Platform) variable.
 
     For example, this project is using Vulkan:
 

+ 2 - 2
en/manual/scripts/create-a-model-from-code.md

@@ -76,7 +76,7 @@ You can create models in scripts at runtime. You can do this in several differen
     ```
 
     >[!Note]
-    >To use the code above, make sure you add `using SiliconStudio.Xenko.Extensions` to the top of your script.
+    >To use the code above, make sure you add `using Xenko.Extensions` to the top of your script.
 
     Alternatively, create a mesh using your own vertex and index buffers. For example:
 
@@ -94,7 +94,7 @@ Finally, you need to give the model one or more materials. There are two ways to
 
 ### Option 1: load a material in code
 
-1. In your code, load one or more materials and add them to the model. Because models can use multiple materials (one for each mesh in the model), use [Mesh.MaterialIndex](xref:SiliconStudio.Xenko.Rendering.Mesh.MaterialIndex) to specify which materials in the list are used for which mesh.
+1. In your code, load one or more materials and add them to the model. Because models can use multiple materials (one for each mesh in the model), use [Mesh.MaterialIndex](xref:Xenko.Rendering.Mesh.MaterialIndex) to specify which materials in the list are used for which mesh.
 
     For example:
 

+ 6 - 6
en/manual/scripts/create-a-script.md

@@ -38,9 +38,9 @@ You can also see the new script in Visual Studio.
 using System;
 using System.Text;
 using System.Threading.Tasks;
-using SiliconStudio.Core.Mathematics;
-using SiliconStudio.Xenko.Input;
-using SiliconStudio.Xenko.Engine;
+using Xenko.Core.Mathematics;
+using Xenko.Input;
+using Xenko.Engine;
 
 namespace MyGame
 {
@@ -91,9 +91,9 @@ namespace MyGame
 	using System;
 	using System.Text;
 	using System.Threading.Tasks;
-	using SiliconStudio.Core.Mathematics;
-	using SiliconStudio.Xenko.Input;
-	using SiliconStudio.Xenko.Engine;
+	using Xenko.Core.Mathematics;
+	using Xenko.Input;
+	using Xenko.Engine;
 		
 	namespace MyGame
 	{

+ 2 - 2
en/manual/scripts/events.md

@@ -12,7 +12,7 @@ For example, imagine your game has a "Game Over" state that occurs when the play
 
 ## Create and broadcast an event
 
-Broadcasters in the Xenko API are of type [EventKey](xref:SiliconStudio.Xenko.Engine.Events.EventKey). They use the method [Broadcast](xref:SiliconStudio.Xenko.Engine.Events.EventKey#SiliconStudio_Xenko_Engine_Events_EventKey_Broadcast) to broadcast events to receivers.
+Broadcasters in the Xenko API are of type [EventKey](xref:Xenko.Engine.Events.EventKey). They use the method [Broadcast](xref:Xenko.Engine.Events.EventKey#Xenko_Engine_Events_EventKey_Broadcast) to broadcast events to receivers.
 
 For example, this code creates a "Game Over" event:
 
@@ -30,7 +30,7 @@ public static class GlobalEvents
 
 ## Create a receiver
 
-Receivers in the Xenko API are of type [EventReceiver](xref:SiliconStudio.Xenko.Engine.Events.EventReceiver).
+Receivers in the Xenko API are of type [EventReceiver](xref:Xenko.Engine.Events.EventReceiver).
 
 To receive the "Game Over" event described above, use:
 

+ 13 - 13
en/manual/scripts/index.md

@@ -13,19 +13,19 @@ Xenko scripts are written in **C#**. You can edit scripts in Game Studio or anot
 
 Scripts have access to the main modules of the Xenko engine:
 
-* [Audio](xref:SiliconStudio.Xenko.Engine.ScriptComponent.Audio): the audio system
-* [Content](xref:SiliconStudio.Xenko.Engine.ScriptComponent.Content): loads and saves content from assets
-* [DebugText](xref:SiliconStudio.Xenko.Engine.ScriptComponent.DebugText): prints debug text
-* [EffectSystem](xref:SiliconStudio.Xenko.Engine.ScriptComponent.EffectSystem): loads and compiles effects and shaders
-* [Game](xref:SiliconStudio.Xenko.Engine.ScriptComponent.Game): accesses all information related to your game
-* [GraphicsDevice](xref:SiliconStudio.Xenko.Engine.ScriptComponent.GraphicsDevice): low-level graphics device to create GPU resources
-* [Input](xref:SiliconStudio.Xenko.Engine.ScriptComponent.Input): keyboard, mouse and gamepad states and events
-* [Log](xref:SiliconStudio.Xenko.Engine.ScriptComponent.Log): logs messages and errors from scripts
-* [SceneSystem](xref:SiliconStudio.Xenko.Engine.ScriptComponent.SceneSystem): the currently displayed scene
-* [Script](xref:SiliconStudio.Xenko.Engine.ScriptComponent.Script): accesses the script manager to schedule or wait for the termination of scripts
-* [Services](xref:SiliconStudio.Xenko.Engine.ScriptComponent.Services): a registry of services you can use to register your own services
-* [SpriteAnimation](xref:SiliconStudio.Xenko.Engine.ScriptComponent.SpriteAnimation): animates sprites
-* [Streaming](xref:SiliconStudio.Xenko.Engine.ScriptComponent.Streaming): streams content 
+* [Audio](xref:Xenko.Engine.ScriptComponent.Audio): the audio system
+* [Content](xref:Xenko.Engine.ScriptComponent.Content): loads and saves content from assets
+* [DebugText](xref:Xenko.Engine.ScriptComponent.DebugText): prints debug text
+* [EffectSystem](xref:Xenko.Engine.ScriptComponent.EffectSystem): loads and compiles effects and shaders
+* [Game](xref:Xenko.Engine.ScriptComponent.Game): accesses all information related to your game
+* [GraphicsDevice](xref:Xenko.Engine.ScriptComponent.GraphicsDevice): low-level graphics device to create GPU resources
+* [Input](xref:Xenko.Engine.ScriptComponent.Input): keyboard, mouse and gamepad states and events
+* [Log](xref:Xenko.Engine.ScriptComponent.Log): logs messages and errors from scripts
+* [SceneSystem](xref:Xenko.Engine.ScriptComponent.SceneSystem): the currently displayed scene
+* [Script](xref:Xenko.Engine.ScriptComponent.Script): accesses the script manager to schedule or wait for the termination of scripts
+* [Services](xref:Xenko.Engine.ScriptComponent.Services): a registry of services you can use to register your own services
+* [SpriteAnimation](xref:Xenko.Engine.ScriptComponent.SpriteAnimation): animates sprites
+* [Streaming](xref:Xenko.Engine.ScriptComponent.Streaming): streams content 
 
 You can still use standard C# classes in Xenko, but these aren't called scripts and you can't attach them to entities in Game Studio.
 

+ 7 - 7
en/manual/scripts/preprocessor-variables.md

@@ -3,10 +3,10 @@
 <span class="label label-doc-level">Advanced</span>
 <span class="label label-doc-audience">Programmer</span>
 
-If you're developing for multiple platforms, you often need to write custom code for each platform. In most cases, the best way to do this is to use [Platform.Type](xref:SiliconStudio.Core.Platform.Type) and [GraphicsDevice.Platform](xref:SiliconStudio.Xenko.Graphics.GraphicsDevice.Platform). Alternatively, you can use **preprocessor variables**.
+If you're developing for multiple platforms, you often need to write custom code for each platform. In most cases, the best way to do this is to use [Platform.Type](xref:Xenko.Core.Platform.Type) and [GraphicsDevice.Platform](xref:Xenko.Graphics.GraphicsDevice.Platform). Alternatively, you can use **preprocessor variables**.
 
 > [!Warning]
-> We recommend you avoid using preprocessor variables where possible, and instead use [Platform.Type](xref:SiliconStudio.Core.Platform.Type) and [GraphicsDevice.Platform](xref:SiliconStudio.Xenko.Graphics.GraphicsDevice.Platform). This is because you might miss errors in your code, as only code for your target platform is checked at compile time.
+> We recommend you avoid using preprocessor variables where possible, and instead use [Platform.Type](xref:Xenko.Core.Platform.Type) and [GraphicsDevice.Platform](xref:Xenko.Graphics.GraphicsDevice.Platform). This is because you might miss errors in your code, as only code for your target platform is checked at compile time.
 
 ## Platforms
 
@@ -24,11 +24,11 @@ If you're developing for multiple platforms, you often need to write custom code
 
 | Variable                                      | Value                 |
 | --------------------------------------------- | --------------------- |
-| SILICONSTUDIO_XENKO_GRAPHICS_API_DIRECT3D   | Direct3D 11           |
-| SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGL     | OpenGL (Core and ES)  |
-| SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLCORE | OpenGL Core (Desktop) |
-| SILICONSTUDIO_XENKO_GRAPHICS_API_OPENGLES   | OpenGL ES             |
-| SILICONSTUDIO_XENKO_GRAPHICS_API_VULKAN     | Vulkan                |
+| Xenko_GRAPHICS_API_DIRECT3D   | Direct3D 11           |
+| Xenko_GRAPHICS_API_OPENGL     | OpenGL (Core and ES)  |
+| Xenko_GRAPHICS_API_OPENGLCORE | OpenGL Core (Desktop) |
+| Xenko_GRAPHICS_API_OPENGLES   | OpenGL ES             |
+| Xenko_GRAPHICS_API_VULKAN     | Vulkan                |
 
 ## Example
 

+ 1 - 1
en/manual/scripts/public-properties-and-fields.md

@@ -56,7 +56,7 @@ Game Studio shows the `DelayTimeOut` property in the script component properties
 If you don't want Game Studio to show a property in the Property Grid, you can:
 
 * declare your member internal or private, or
-* use the [DataMemberIgnore](xref:SiliconStudio.Core.DataMemberIgnoreAttribute) attribute like this:
+* use the [DataMemberIgnore](xref:Xenko.Core.DataMemberIgnoreAttribute) attribute like this:
 
 ```cs
 

+ 6 - 6
en/manual/scripts/types-of-script.md

@@ -9,7 +9,7 @@ When you write your script, inherit from the type of script with the behavior th
 
 ## Startup scripts
 
-Startup scripts only run when they are added or removed at runtime. They're mostly used to initialize game elements (eg spawning characters) and destroy them when the scene is unloaded. They have a [Start](xref:SiliconStudio.Xenko.Engine.StartupScript.Start) method for initialization and a [Cancel](xref:SiliconStudio.Xenko.Engine.ScriptComponent.Cancel) method. You can override either method if you need to.
+Startup scripts only run when they are added or removed at runtime. They're mostly used to initialize game elements (eg spawning characters) and destroy them when the scene is unloaded. They have a [Start](xref:Xenko.Engine.StartupScript.Start) method for initialization and a [Cancel](xref:Xenko.Engine.ScriptComponent.Cancel) method. You can override either method if you need to.
 
 Example:
 
@@ -27,9 +27,9 @@ public class StartUpScriptExample : StartupScript
 
 Synchronous scripts are initialized, then updated every frame, and finally canceled (when the script is removed).
 
-* The initialization code, if any, goes in the [Start](xref:SiliconStudio.Xenko.Engine.StartupScript.Start) method.
-* The code performing the update goes in the [Update](xref:SiliconStudio.Xenko.Engine.SyncScript.Update) method.
-* The code performing the cancellation goes in the [Cancel](xref:SiliconStudio.Xenko.Engine.ScriptComponent.Cancel) method.
+* The initialization code, if any, goes in the [Start](xref:Xenko.Engine.StartupScript.Start) method.
+* The code performing the update goes in the [Update](xref:Xenko.Engine.SyncScript.Update) method.
+* The code performing the cancellation goes in the [Cancel](xref:Xenko.Engine.ScriptComponent.Cancel) method.
 
 The following script performs updates every frame, no matter what:
 
@@ -47,9 +47,9 @@ public class SampleSyncScript : SyncScript
 
 Asynchronous scripts are initialized only once, then canceled when removed from the scene.
 
-* Asynchronous code goes in the [Execute](xref:SiliconStudio.Xenko.Engine.AsyncScript.Execute) function.
+* Asynchronous code goes in the [Execute](xref:Xenko.Engine.AsyncScript.Execute) function.
 
-* Code performing the cancellation goes in the [Cancel](xref:SiliconStudio.Xenko.Engine.ScriptComponent.Cancel) method.
+* Code performing the cancellation goes in the [Cancel](xref:Xenko.Engine.ScriptComponent.Cancel) method.
 
 The following script performs actions that depend on events and triggers:
 

+ 1 - 1
en/manual/sprites/use-sprites.md

@@ -66,7 +66,7 @@ For information about how to add scripts to entities, see [Use a script](../scri
 This script displays a sprite that advances to the next sprite in the index every second. After it reaches the end of the sprite index, it loops.
 
 ```cs
-using SiliconStudio.Xenko.Rendering.Sprites;
+using Xenko.Rendering.Sprites;
 
 public class Animation : SyncScript
 {

+ 4 - 4
en/manual/troubleshooting/debug-text.md

@@ -3,7 +3,7 @@
 <span class="label label-doc-level">Beginner</span>
 <span class="label label-doc-audience">Programmer</span>
 
-You can print debug text at runtime with [DebugText](xref:SiliconStudio.Xenko.Engine.ScriptComponent.DebugText). For example, you can use this to display a message when a problem occurs.
+You can print debug text at runtime with [DebugText](xref:Xenko.Engine.ScriptComponent.DebugText). For example, you can use this to display a message when a problem occurs.
 
 >[!Note]
 >Debug text is automatically disabled when you build the game in release mode.
@@ -31,9 +31,9 @@ DebugText.Visible = false;
 The following script checks that the texture `MyTexture` is loaded. If it isn't loaded, the game displays the debug text "MyTexture not loaded".
 
 ```cs
-using SiliconStudio.Core.Mathematics;
-using SiliconStudio.Xenko.Engine;
-using SiliconStudio.Xenko.Graphics;
+using Xenko.Core.Mathematics;
+using Xenko.Engine;
+using Xenko.Graphics;
 
 namespace MyGame
 {

+ 7 - 7
en/manual/troubleshooting/logging.md

@@ -3,7 +3,7 @@
 <span class="label label-doc-level">Intermediate</span>
 <span class="label label-doc-audience">Programmer</span>
 
-You can **log** information about your game while it runs using [Log](xref:SiliconStudio.Xenko.Engine.ScriptComponent.Log).
+You can **log** information about your game while it runs using [Log](xref:Xenko.Engine.ScriptComponent.Log).
 
 Unlike [profiling](profiling.md), which retrieves information automatically, it's up to you to create your own log messages and define when they're triggered. For example, you can create a log message that triggers when a character performs a certain action. This is useful to investigate how your game is performing.
 
@@ -15,7 +15,7 @@ The name of the module (such as the script containing the log message) is displa
 
 ![Logging in console](media/logging-in-console.png)
 
-The console displays log messages from all modules, not just your own scripts. For example, it also displays messages from the @'SiliconStudio.Core.Serialization.Contents.ContentManager'.
+The console displays log messages from all modules, not just your own scripts. For example, it also displays messages from the @'Xenko.Core.Serialization.Contents.ContentManager'.
 
 If you run your game from Visual Studio, log messages are shown in the Visual Studio **Output** window instead.
 
@@ -97,11 +97,11 @@ The following script checks that the texture `MyTexture` is loaded. When the tex
 using System.Linq;
 using System.Text;
 using System.Threading.Tasks;
-using SiliconStudio.Core.Diagnostics;
-using SiliconStudio.Core.Mathematics;
-using SiliconStudio.Xenko.Input;
-using SiliconStudio.Xenko.Engine;
-using SiliconStudio.Xenko.Graphics;
+using Xenko.Core.Diagnostics;
+using Xenko.Core.Mathematics;
+using Xenko.Input;
+using Xenko.Engine;
+using Xenko.Graphics;
 
 namespace MyGame
 {

+ 1 - 1
en/manual/troubleshooting/profiling.md

@@ -142,7 +142,7 @@ Number keys | Jump to a page
     Profiler.EnableProfiling(false, {mykey1,mykey2});
     ```
 
-* To access the prolifing key of a script, use [ProfilingKey](xref:SiliconStudio.Xenko.Engine.ScriptComponent.ProfilingKey).
+* To access the prolifing key of a script, use [ProfilingKey](xref:Xenko.Engine.ScriptComponent.ProfilingKey).
 
 ## Use external profiling tools
 

+ 16 - 16
en/manual/ui/index.md

@@ -12,22 +12,22 @@ To reduce the number of draw calls, Xenko draws multiple elements using a sprite
 
 Xenko features many UI control components, including:
 
-* @'SiliconStudio.Xenko.UI.Controls.ImageElement'
-* @'SiliconStudio.Xenko.UI.Controls.ContentControl'
-  * @'SiliconStudio.Xenko.UI.Controls.ScrollViewer'
-  * @'SiliconStudio.Xenko.UI.Controls.Button'
-    * @'SiliconStudio.Xenko.UI.Controls.ToggleButton'
-  * @'SiliconStudio.Xenko.UI.Controls.ContentDecorator'
-* @'SiliconStudio.Xenko.UI.Controls.TextBlock'
-  * @'SiliconStudio.Xenko.UI.Controls.ScrollingText'
-* @'SiliconStudio.Xenko.UI.Controls.EditText' (displays soft keyboard on mobile devices)
-* @'SiliconStudio.Xenko.UI.Panels.Panel'
-  * @'SiliconStudio.Xenko.UI.Panels.StackPanel' (supports virtualization)
-  * @'SiliconStudio.Xenko.UI.Panels.Grid'
-  * @'SiliconStudio.Xenko.UI.Panels.UniformGrid'
-  * @'SiliconStudio.Xenko.UI.Panels.Canvas'
-* @'SiliconStudio.Xenko.UI.Controls.ScrollBar'
-* @'SiliconStudio.Xenko.UI.Controls.ModalElement'
+* @'Xenko.UI.Controls.ImageElement'
+* @'Xenko.UI.Controls.ContentControl'
+  * @'Xenko.UI.Controls.ScrollViewer'
+  * @'Xenko.UI.Controls.Button'
+    * @'Xenko.UI.Controls.ToggleButton'
+  * @'Xenko.UI.Controls.ContentDecorator'
+* @'Xenko.UI.Controls.TextBlock'
+  * @'Xenko.UI.Controls.ScrollingText'
+* @'Xenko.UI.Controls.EditText' (displays soft keyboard on mobile devices)
+* @'Xenko.UI.Panels.Panel'
+  * @'Xenko.UI.Panels.StackPanel' (supports virtualization)
+  * @'Xenko.UI.Panels.Grid'
+  * @'Xenko.UI.Panels.UniformGrid'
+  * @'Xenko.UI.Panels.Canvas'
+* @'Xenko.UI.Controls.ScrollBar'
+* @'Xenko.UI.Controls.ModalElement'
 
 You can also create your own.
 

+ 13 - 13
en/manual/ui/layout-system.md

@@ -6,31 +6,31 @@
 
 The Xenko UI layout system is similar to Windows Presentation Foundation (WPF). For more information about the WPF layout system, see the [MSDN documentation](https://docs.microsoft.com/en-us/dotnet/framework/wpf/advanced/layout). Much of the WPF documentation also applies to the Xenko layout system.
 
-Every @'SiliconStudio.Xenko.UI.UIElement' in the Xenko UI system has a surrounding rectangle used in layouts. Xenko computes layouts according to the @'SiliconStudio.Xenko.UI.UIElement' requirement, available screen space, constraints, margins, padding, and the special behavior of @'SiliconStudio.Xenko.UI.Panels.Panel' elements (which arrange children in specific ways). 
+Every @'Xenko.UI.UIElement' in the Xenko UI system has a surrounding rectangle used in layouts. Xenko computes layouts according to the @'Xenko.UI.UIElement' requirement, available screen space, constraints, margins, padding, and the special behavior of @'Xenko.UI.Panels.Panel' elements (which arrange children in specific ways). 
 
-Processing this data recursively, the layout system computes a position and size for every @'SiliconStudio.Xenko.UI.UIElement' in the UI system.
+Processing this data recursively, the layout system computes a position and size for every @'Xenko.UI.UIElement' in the UI system.
 
 ## Measure and arrange
 
-Xenko performs the layout process recursively in two passes: [Measure](xref:SiliconStudio.Xenko.UI.UIElement.Measure(SiliconStudio.Core.Mathematics.Vector3)) and [Arrange](xref:SiliconStudio.Xenko.UI.UIElement.Arrange(SiliconStudio.Core.Mathematics.Vector3,System.Boolean)).
+Xenko performs the layout process recursively in two passes: [Measure](xref:Xenko.UI.UIElement.Measure(Xenko.Core.Mathematics.Vector3)) and [Arrange](xref:Xenko.UI.UIElement.Arrange(Xenko.Core.Mathematics.Vector3,System.Boolean)).
 
 ### Measure
 
-In the [Measure](xref:SiliconStudio.Xenko.UI.UIElement.Measure(SiliconStudio.Core.Mathematics.Vector3)) pass, each element recursively computes its [DesiredSize](xref:SiliconStudio.Xenko.UI.UIElement#SiliconStudio_Xenko_UI_UIElement_DesiredSize) according to the properties you set, such as @'SiliconStudio.Xenko.UI.UIElement.Width', @'SiliconStudio.Xenko.UI.UIElement.Height', and @'SiliconStudio.Xenko.UI.UIElement.Margin'.
+In the [Measure](xref:Xenko.UI.UIElement.Measure(Xenko.Core.Mathematics.Vector3)) pass, each element recursively computes its [DesiredSize](xref:Xenko.UI.UIElement#Xenko_UI_UIElement_DesiredSize) according to the properties you set, such as @'Xenko.UI.UIElement.Width', @'Xenko.UI.UIElement.Height', and @'Xenko.UI.UIElement.Margin'.
 
-Some @'SiliconStudio.Xenko.UI.Panels.Panel' elements call [Measure](xref:SiliconStudio.Xenko.UI.UIElement.Measure(SiliconStudio.Core.Mathematics.Vector3)) recursively to determine the  [DesiredSize](xref:SiliconStudio.Xenko.UI.UIElement#SiliconStudio_Xenko_UI_UIElement_DesiredSize) of their children, and act accordingly.
+Some @'Xenko.UI.Panels.Panel' elements call [Measure](xref:Xenko.UI.UIElement.Measure(Xenko.Core.Mathematics.Vector3)) recursively to determine the  [DesiredSize](xref:Xenko.UI.UIElement#Xenko_UI_UIElement_DesiredSize) of their children, and act accordingly.
 
 ### Arrange
 
-The [Arrange](xref:SiliconStudio.Xenko.UI.UIElement.Arrange(SiliconStudio.Core.Mathematics.Vector3,System.Boolean)) pass arranges the elements, taking into account:
+The [Arrange](xref:Xenko.UI.UIElement.Arrange(Xenko.Core.Mathematics.Vector3,System.Boolean)) pass arranges the elements, taking into account:
 
-* @'SiliconStudio.Xenko.UI.UIElement.Margin'
-* @'SiliconStudio.Xenko.UI.UIElement.Width'
-* @'SiliconStudio.Xenko.UI.UIElement.Height'
-* @'SiliconStudio.Xenko.UI.UIElement.HorizontalAlignment'
-* @'SiliconStudio.Xenko.UI.UIElement.VerticalAlignment' 
-* @'SiliconStudio.Xenko.UI.Panels.Panel'
-* specific [Arrange](xref:SiliconStudio.Xenko.UI.UIElement.Arrange(SiliconStudio.Core.Mathematics.Vector3,System.Boolean)) rules
+* @'Xenko.UI.UIElement.Margin'
+* @'Xenko.UI.UIElement.Width'
+* @'Xenko.UI.UIElement.Height'
+* @'Xenko.UI.UIElement.HorizontalAlignment'
+* @'Xenko.UI.UIElement.VerticalAlignment' 
+* @'Xenko.UI.Panels.Panel'
+* specific [Arrange](xref:Xenko.UI.UIElement.Arrange(Xenko.Core.Mathematics.Vector3,System.Boolean)) rules
 
 ## See also
 

+ 1 - 1
en/manual/virtual-reality/enable-vr.md

@@ -83,7 +83,7 @@ For now, this is done in a script. We recommend you use `IsDrawDesynchronized` i
 
 ```cs
 using System;
-using SiliconStudio.Xenko.Engine;
+using Xenko.Engine;
 
 namespace VRSandbox
 {

+ 7 - 7
en/manual/xenko-for-unity-developers/index.md

@@ -123,7 +123,7 @@ To add a component to entity in Game Studio:
 
 ### Transform component
 
-Like GameObjects in Unity®, each entity in Xenko has a [Transform component](xref:SiliconStudio.Xenko.Engine.TransformComponent) which sets its position, rotation, and scale in the world.
+Like GameObjects in Unity®, each entity in Xenko has a [Transform component](xref:Xenko.Engine.TransformComponent) which sets its position, rotation, and scale in the world.
 
 ![Transform component](media/xenko-vs-unity-entity-transform-component.png)
 
@@ -510,19 +510,19 @@ To create a script, click **Add asset** button and select **Scripts**.
 
 ![Create script in Xenko](media/xenko-vs-unity-create-script.png)
 
-In Unity®, when you create a `MonoBehaviour` script, it has two base functions: `Start()` and `Update()`. Xenko has a [SyncScript](xref:SiliconStudio.Xenko.Engine.SyncScript) that works similarly. Like `MonoBehaviour`, [SyncScript](xref:SiliconStudio.Xenko.Engine.SyncScript) has two methods:
+In Unity®, when you create a `MonoBehaviour` script, it has two base functions: `Start()` and `Update()`. Xenko has a [SyncScript](xref:Xenko.Engine.SyncScript) that works similarly. Like `MonoBehaviour`, [SyncScript](xref:Xenko.Engine.SyncScript) has two methods:
 
-* [Start()](xref:SiliconStudio.Xenko.Engine.StartupScript.Start) is called when it the script is loaded.
+* [Start()](xref:Xenko.Engine.StartupScript.Start) is called when it the script is loaded.
 
-* [Update()](xref:SiliconStudio.Xenko.Engine.SyncScript.Update) is called every update.
+* [Update()](xref:Xenko.Engine.SyncScript.Update) is called every update.
 
-Unlike `MonoBehaviour`, you have to use [Update()](xref:SiliconStudio.Xenko.Engine.SyncScript.Update) method in every [SyncScript](xref:SiliconStudio.Xenko.Engine.SyncScript), or your code won't work properly.
+Unlike `MonoBehaviour`, you have to use [Update()](xref:Xenko.Engine.SyncScript.Update) method in every [SyncScript](xref:Xenko.Engine.SyncScript), or your code won't work properly.
 
 If you want your script to be a startup or asynchronous, use the corresponding script types:
 
-* [StartupScript](xref:SiliconStudio.Xenko.Engine.StartupScript): this script has a single [Start()](xref:SiliconStudio.Xenko.Engine.StartupScript.Start) method. It initializes the scene and its content at startup.
+* [StartupScript](xref:Xenko.Engine.StartupScript): this script has a single [Start()](xref:Xenko.Engine.StartupScript.Start) method. It initializes the scene and its content at startup.
 
-* [AsyncScript](xref:SiliconStudio.Xenko.Engine.AsyncScript): an asynchronous script with a single method [Execute()](xref:SiliconStudio.Xenko.Engine.AsyncScript.Execute) and you can use async/await inside that method. Asynchronous scripts aren't loaded one by one like synchronous scripts. Instead, they're all loaded in parallel.
+* [AsyncScript](xref:Xenko.Engine.AsyncScript): an asynchronous script with a single method [Execute()](xref:Xenko.Engine.AsyncScript.Execute) and you can use async/await inside that method. Asynchronous scripts aren't loaded one by one like synchronous scripts. Instead, they're all loaded in parallel.
 
 ### Reload assemblies
 

+ 1 - 1
en/template/partials/navbar.tmpl.partial

@@ -13,7 +13,7 @@
             <ul class="x_menu">
                 <li><a href="{{_rel}}.">Documentation</a></li>
                 <li><a href="{{_rel}}manual">Manual</a></li>
-                <li><a href="{{_rel}}api/SiliconStudio.Xenko.Engine.html">API</a></li>
+                <li><a href="{{_rel}}api/index.html">API</a></li>
                 <li><a href="{{_rel}}ReleaseNotes.html">Release Notes</a></li>
             </ul>
             -->

+ 2 - 2
jp/manual/animation/animation-properties.md

@@ -45,10 +45,10 @@ Xenko は 2 種類のアニメーション クリップをサポートします
 
 ### Root Motion
 
-[Root Motion]を有効にすると、メイン モーションが [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) に適用されます。無効にすると、スケルトン ノードの内部で適用されます。
+[Root Motion]を有効にすると、メイン モーションが [TransformComponent](xref:Xenko.Engine.TransformComponent) に適用されます。無効にすると、スケルトン ノードの内部で適用されます。
 
 >[!NOTE]
->スケルトンがない場合は、モーションは [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) に常に適用されます。
+>スケルトンがない場合は、モーションは [TransformComponent](xref:Xenko.Engine.TransformComponent) に常に適用されます。
 
 ## 関連項目
 

+ 6 - 6
jp/manual/animation/animation-scripts.md

@@ -5,18 +5,18 @@
 
 アニメーションは、スクリプトを使用して制御します。
 
-[AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) をエンティティに追加し、Game Studio で[そのパラメーターを設定](set-up-animations.md)できます。[AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) クラスは、主としてスクリプトから使用するように設計されています。
+[AnimationComponent](xref:Xenko.Engine.AnimationComponent) をエンティティに追加し、Game Studio で[そのパラメーターを設定](set-up-animations.md)できます。[AnimationComponent](xref:Xenko.Engine.AnimationComponent) クラスは、主としてスクリプトから使用するように設計されています。
 
 他にも次のような便利なプロパティがあります。
 
 | プロパティ | 説明
 | -------- | -----------
-| [Animations](xref:SiliconStudio.Xenko.Engine.AnimationComponent#SiliconStudio_Xenko_Engine_AnimationComponent_Animations) | この [AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) に関連付けられているアニメーション クリップを取得します
-| [BlendTreeBuilder](xref:SiliconStudio.Xenko.Engine.AnimationComponent#SiliconStudio_Xenko_Engine_AnimationComponent_BlendTreeBuilder) | アニメーション ブレンド ツリー ビルダーを取得または設定します。カスタム ブレンド ツリーを作成できることに注意してください。詳細については、「[カスタム ブレンド ツリー](custom-blend-trees.md)」を参照してください
-| [PlayingAnimations](xref:SiliconStudio.Xenko.Engine.AnimationComponent#SiliconStudio_Xenko_Engine_AnimationComponent_PlayingAnimations) | アクティブなアニメーションのリストを取得します。それを使用して、スタートアップ アニメーションをカスタマイズします。再生中のアニメーションはアニメーション プロセッサによって自動的に更新されるので、リストを変更するとき、または再生中のアニメーションに対する参照を保持するときは、注意してください
+| [Animations](xref:Xenko.Engine.AnimationComponent#Xenko_Engine_AnimationComponent_Animations) | この [AnimationComponent](xref:Xenko.Engine.AnimationComponent) に関連付けられているアニメーション クリップを取得します
+| [BlendTreeBuilder](xref:Xenko.Engine.AnimationComponent#Xenko_Engine_AnimationComponent_BlendTreeBuilder) | アニメーション ブレンド ツリー ビルダーを取得または設定します。カスタム ブレンド ツリーを作成できることに注意してください。詳細については、「[カスタム ブレンド ツリー](custom-blend-trees.md)」を参照してください
+| [PlayingAnimations](xref:Xenko.Engine.AnimationComponent#Xenko_Engine_AnimationComponent_PlayingAnimations) | アクティブなアニメーションのリストを取得します。それを使用して、スタートアップ アニメーションをカスタマイズします。再生中のアニメーションはアニメーション プロセッサによって自動的に更新されるので、リストを変更するとき、または再生中のアニメーションに対する参照を保持するときは、注意してください
 
 >[!NOTE]
->スクリプトで参照しているアニメーション クリップは、[AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) の下の同じエンティティに追加する必要があります。
+>スクリプトで参照しているアニメーション クリップは、[AnimationComponent](xref:Xenko.Engine.AnimationComponent) の下の同じエンティティに追加する必要があります。
 
 >![Animations added to component](media/animations-added-to-component.png)
 
@@ -49,7 +49,7 @@ Xenko にはあらかじめ作成されている **AnimationStart** スクリプ
 次のサンプル スクリプトは、キャラクターが歩く速さに合わせて簡単なアニメーションを割り当てます。
 
 ```cs
-using SiliconStudio.Xenko.Engine;
+using Xenko.Engine;
 
 namespace AdditiveAnimation
 {

+ 1 - 1
jp/manual/animation/custom-blend-trees.md

@@ -3,7 +3,7 @@
 <span class="label label-doc-level">上級</span>
 <span class="label label-doc-audience">プログラマー</span>
 
-[AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) には、[AnimationComponent.BlendTreeBuilder](xref:SiliconStudio.Xenko.Engine.AnimationComponent#SiliconStudio_Xenko_Engine_AnimationComponent_BlendTreeBuilder) プロパティがあります。再生されるアニメーション、アニメーションのブレンド方法、アニメーションの重みを全面的に制御したい場合は、`IBlendTreeBuilder` から継承するスクリプトを作成し、アニメーション コンポーネントの BlendTreeBuilder に割り当てます。
+[AnimationComponent](xref:Xenko.Engine.AnimationComponent) には、[AnimationComponent.BlendTreeBuilder](xref:Xenko.Engine.AnimationComponent#Xenko_Engine_AnimationComponent_BlendTreeBuilder) プロパティがあります。再生されるアニメーション、アニメーションのブレンド方法、アニメーションの重みを全面的に制御したい場合は、`IBlendTreeBuilder` から継承するスクリプトを作成し、アニメーション コンポーネントの BlendTreeBuilder に割り当てます。
 
 アニメーション コンポーネントは、更新されるときに、アニメーション自体を更新するのではなく、スクリプトで `void BuildBlendTree(FastList<AnimationOperation> animationList)` を呼び出します。これにより、アニメーション クリップ、速度、ブレンドの任意の組み合わせを選択できますが、重労働をすべてスクリプト側で行う必要があるため、困難さも増します。
 

+ 1 - 1
jp/manual/animation/import-animations.md

@@ -49,7 +49,7 @@
 
 ## アニメーション アセットを使用する
 
-アニメーション アセットを使用するには、[AnimationComponent](xref:SiliconStudio.Xenko.Engine.AnimationComponent) をエンティティに追加した後、アニメーション アセットをアニメーション コンポーネントに追加します。詳細については、「[アニメーションのセットアップ](set-up-animations.md)」を参照してください。
+アニメーション アセットを使用するには、[AnimationComponent](xref:Xenko.Engine.AnimationComponent) をエンティティに追加した後、アニメーション アセットをアニメーション コンポーネントに追加します。詳細については、「[アニメーションのセットアップ](set-up-animations.md)」を参照してください。
 
 >[!NOTE]
 >スケルトンにメッシュを正しくスキニングしていることを確認してください。していない場合は、モデルを正しくアニメーション化できません。

+ 4 - 4
jp/manual/animation/procedural-animation.md

@@ -5,13 +5,13 @@
 
 **プロシージャル アニメーション**とは、アニメーションの代替となる方法です。アニメーションを自分で作成する代わりに、エンジン コンポーネントを使用して実行時に 3D モデルをアニメーション化できます。
 
-場合によっては、これによって一段と効率的で効果的なアニメーションを作成できます。たとえば、プレイヤーが収縮銃でモンスターを撃ったときに発生する収縮効果を考えてみましょう。複雑な収縮アニメーションを作成する代わりに、エンティティ [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent) にアクセスし、敵のスケールを必要なサイズまで減らすだけで効果を実現できます。
+場合によっては、これによって一段と効率的で効果的なアニメーションを作成できます。たとえば、プレイヤーが収縮銃でモンスターを撃ったときに発生する収縮効果を考えてみましょう。複雑な収縮アニメーションを作成する代わりに、エンティティ [TransformComponent](xref:Xenko.Engine.TransformComponent) にアクセスし、敵のスケールを必要なサイズまで減らすだけで効果を実現できます。
 
 次のような複数のコンポーネントにアクセスして、モデルを実行時にアニメーション化できます。
 
-* [TransformComponent](xref:SiliconStudio.Xenko.Engine.TransformComponent)
-* [LightComponent](xref:SiliconStudio.Xenko.Engine.LightComponent)
-* [RigidBodyComponent](xref:SiliconStudio.Xenko.Physics.RigidbodyComponent)
+* [TransformComponent](xref:Xenko.Engine.TransformComponent)
+* [LightComponent](xref:Xenko.Engine.LightComponent)
+* [RigidBodyComponent](xref:Xenko.Physics.RigidbodyComponent)
 
 ## コード サンプル
 

+ 13 - 13
jp/manual/audio/audio-emitters.md

@@ -4,12 +4,12 @@
 <span class="label label-doc-audience">プログラマー</span>
 <span class="label label-doc-audience">デザイナー</span>
 
-[オーディオ エミッター コンポーネント](xref:SiliconStudio.Xenko.Audio.AudioEmitter)は、[空間オーディオ](spatialized-audio.md)を作成するために使用されるオーディオを生成します。任意のエンティティにオーディオ エミッター コンポーネントを追加できます。
+[オーディオ エミッター コンポーネント](xref:Xenko.Audio.AudioEmitter)は、[空間オーディオ](spatialized-audio.md)を作成するために使用されるオーディオを生成します。任意のエンティティにオーディオ エミッター コンポーネントを追加できます。
 
 [オーディオ リスナー](audio-listeners.md)がオーディオ エミッターに近づいたり離れたりすると、サウンドのピッチとボリュームが変化します。
 
 > [!NOTE]
-オーディオ エミッターからのオーディオを聴くには、シーン内に少なくとも 1 つの [AudioListenerComponent](xref:SiliconStudio.Xenko.Audio.AudioListener) が必要です。
+オーディオ エミッターからのオーディオを聴くには、シーン内に少なくとも 1 つの [AudioListenerComponent](xref:Xenko.Audio.AudioListener) が必要です。
 
 ## 1. オーディオ エミッター アセットをセットアップする
 
@@ -55,7 +55,7 @@
 
 次に、サウンド アセットの再生と構成を行うスクリプトを作成する必要があります。
 
-1. スクリプトでは、使用する各サウンドに対して [AudioEmitterSoundController](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController) をインスタンス化する必要があります。
+1. スクリプトでは、使用する各サウンドに対して [AudioEmitterSoundController](xref:Xenko.Audio.AudioEmitterSoundController) をインスタンス化する必要があります。
 
    たとえば、2 つのサウンド **MySound1** と **MySound2** がある場合は次のようになります。
 
@@ -65,18 +65,18 @@
 	AudioEmitterSoundController mySound2Controller = audioEmitterComponent["MySound2"];
 	```
 
-2. [AudioEmitterSoundController](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController) の次のプロパティとメソッドを使用して、オーディオを再生および構成します。
+2. [AudioEmitterSoundController](xref:Xenko.Audio.AudioEmitterSoundController) の次のプロパティとメソッドを使用して、オーディオを再生および構成します。
 
 | プロパティ/メソッド | 説明 |
 |-------    |-------|
-| [IsLooping](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.IsLooping) | オーディオをループします。[PlayAndForget()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.PlayAndForget) が true に設定されている場合は、何も行いません。|
-| [Pitch](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Pitch)     | サウンドのピッチ (周波数) を取得または設定します。空間オーディオの場合は注意して使用する必要があります。 |
-| [PlayState](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.PlayState)	| オーディオ エミッター サウンド コントローラーの現在の状態を取得します。 |
-| [Volume](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Volume)	| オーディオのボリュームです。 |
-| [Pause()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Pause)	| オーディオを一時停止します。 |
-| [Play()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Play)      | オーディオを再生します。 |
-| [PlayAndForget()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.PlayAndForget)| オーディオを 1 回再生してから、メモリをクリアします。発砲音のような短いサウンドに便利です。[IsLooping](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.IsLooping) をオーバーライドします。|
-| [Stop()](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController.Stop)	| オーディオを停止します。 |
+| [IsLooping](xref:Xenko.Audio.AudioEmitterSoundController.IsLooping) | オーディオをループします。[PlayAndForget()](xref:Xenko.Audio.AudioEmitterSoundController.PlayAndForget) が true に設定されている場合は、何も行いません。|
+| [Pitch](xref:Xenko.Audio.AudioEmitterSoundController.Pitch)     | サウンドのピッチ (周波数) を取得または設定します。空間オーディオの場合は注意して使用する必要があります。 |
+| [PlayState](xref:Xenko.Audio.AudioEmitterSoundController.PlayState)	| オーディオ エミッター サウンド コントローラーの現在の状態を取得します。 |
+| [Volume](xref:Xenko.Audio.AudioEmitterSoundController.Volume)	| オーディオのボリュームです。 |
+| [Pause()](xref:Xenko.Audio.AudioEmitterSoundController.Pause)	| オーディオを一時停止します。 |
+| [Play()](xref:Xenko.Audio.AudioEmitterSoundController.Play)      | オーディオを再生します。 |
+| [PlayAndForget()](xref:Xenko.Audio.AudioEmitterSoundController.PlayAndForget)| オーディオを 1 回再生してから、メモリをクリアします。発砲音のような短いサウンドに便利です。[IsLooping](xref:Xenko.Audio.AudioEmitterSoundController.IsLooping) をオーバーライドします。|
+| [Stop()](xref:Xenko.Audio.AudioEmitterSoundController.Stop)	| オーディオを停止します。 |
 
 次に例を示します。
 
@@ -87,7 +87,7 @@ mySound1Controller.Volume = 0.5f;
 mySound1Controller.Play();
 ```
 
-このサウンドは、元のサウンドの 2 倍のピッチと半分のボリュームでループします。詳細については、[AudioEmitterSoundController Xenko API のドキュメント](xref:SiliconStudio.Xenko.Audio.AudioEmitterSoundController)を参照してください。
+このサウンドは、元のサウンドの 2 倍のピッチと半分のボリュームでループします。詳細については、[AudioEmitterSoundController Xenko API のドキュメント](xref:Xenko.Audio.AudioEmitterSoundController)を参照してください。
 
 ## 3. オーディオ エミッター エンティティにスクリプトを追加する
 

+ 2 - 2
jp/manual/audio/audio-listeners.md

@@ -17,14 +17,14 @@
 
     ![Select an entity](media/audio-add-audiolistener-component-select-entity.png)
 
-2. [Property grid]で、[Add component]をクリックし、[オーディオ リスナー コンポーネント](xref:SiliconStudio.Xenko.Audio.AudioListener)を選択します。
+2. [Property grid]で、[Add component]をクリックし、[オーディオ リスナー コンポーネント](xref:Xenko.Audio.AudioListener)を選択します。
 
     ![Add AudioListener Component](media/audio-add-audiolistener-component.png)
 
     エンティティはオーディオ リスナーになりました。
 
 > [!WARNING]
-iOS では、シーン内の[オーディオ リスナー コンポーネント](xref:SiliconStudio.Xenko.Audio.AudioListener)に対して複数のオブジェクトを作成できますが、実行時に使用されるオブジェクトは 1 つだけです。
+iOS では、シーン内の[オーディオ リスナー コンポーネント](xref:Xenko.Audio.AudioListener)に対して複数のオブジェクトを作成できますが、実行時に使用されるオブジェクトは 1 つだけです。
 
 ## 関連項目
 * [空間オーディオ](spatialized-audio.md)

+ 3 - 3
jp/manual/audio/custom-audio-data.md

@@ -3,12 +3,12 @@
 <span class="label label-doc-level">上級</span>
 <span class="label label-doc-audience">プログラマー</span>
 
-開発者独自のメカニズムを使用してオーディオを生成できます。そのためには、[DynamicSoundSource](xref:SiliconStudio.Xenko.Audio.DynamicSoundSource) のサブクラスを作成します。
-実装方法の例については、[`CompressedSoundSource` のソース コード](https://github.com/SiliconStudio/xenko/blob/master-1.8/sources/engine/SiliconStudio.Xenko.Audio/CompressedSoundSource.cs)を参照してください。
+開発者独自のメカニズムを使用してオーディオを生成できます。そのためには、[DynamicSoundSource](xref:Xenko.Audio.DynamicSoundSource) のサブクラスを作成します。
+実装方法の例については、[`CompressedSoundSource` のソース コード](https://github.com/SiliconStudio/xenko/blob/master-1.8/sources/engine/Xenko.Audio/CompressedSoundSource.cs)を参照してください。
 
 ## コード例
 
-実行時にカスタムの [DynamicSoundSource](xref:SiliconStudio.Xenko.Audio.DynamicSoundSource) を再生するには、次のコードを使用します。
+実行時にカスタムの [DynamicSoundSource](xref:Xenko.Audio.DynamicSoundSource) を再生するには、次のコードを使用します。
 
 ```
 int sampleRate = 48000;

+ 6 - 6
jp/manual/audio/global-audio-settings.md

@@ -5,17 +5,17 @@
 
 グローバル オーディオ設定は、プロジェクト内のすべてのオーディオに適用されます。
 
-グローバル オーディオ設定は、[AudioEngine](xref:SiliconStudio.Xenko.Audio.AudioEngine) **プロパティ** クラスにアクセスすることによって制御できます。
+グローバル オーディオ設定は、[AudioEngine](xref:Xenko.Audio.AudioEngine) **プロパティ** クラスにアクセスすることによって制御できます。
 
 | プロパティ | 機能 |
 |--- | --- |
-| [MasterVolume](xref:SiliconStudio.Xenko.Audio.AudioEngine.MasterVolume) | マスター ボリュームを設定します。 |
-| [PauseAudio](xref:SiliconStudio.Xenko.Audio.AudioEngine.PauseAudio) | すべてのオーディオを一時停止します。 |
-| [ResumeAudio](xref:SiliconStudio.Xenko.Audio.AudioEngine.ResumeAudio) | すべてのオーディオを再開します。 |
+| [MasterVolume](xref:Xenko.Audio.AudioEngine.MasterVolume) | マスター ボリュームを設定します。 |
+| [PauseAudio](xref:Xenko.Audio.AudioEngine.PauseAudio) | すべてのオーディオを一時停止します。 |
+| [ResumeAudio](xref:Xenko.Audio.AudioEngine.ResumeAudio) | すべてのオーディオを再開します。 |
 
-[SoundInstance API](xref:SiliconStudio.Xenko.Audio.SoundInstance) を使用してサウンドを個別に制御することもできます。
+[SoundInstance API](xref:Xenko.Audio.SoundInstance) を使用してサウンドを個別に制御することもできます。
 
 ## 関連項目
 * [空間オーディオ](spatialized-audio.md)
 * [非空間オーディオ](non-spatialized-audio.md)
-* [SoundInstance API ドキュメント](xref:SiliconStudio.Xenko.Audio.SoundInstance)
+* [SoundInstance API ドキュメント](xref:Xenko.Audio.SoundInstance)

+ 10 - 10
jp/manual/audio/non-spatialized-audio.md

@@ -25,22 +25,22 @@
 
 非空間オーディオを実行時に再生するには、コードでインスタンスを作成して動作を定義します。
 
-[SoundInstance](xref:SiliconStudio.Xenko.Audio.SoundInstance) は、以下のプロパティで実行時にオーディオを制御します。
+[SoundInstance](xref:Xenko.Audio.SoundInstance) は、以下のプロパティで実行時にオーディオを制御します。
 
 | プロパティ  | 機能 |
 |-------    |-------|
-| [IsLooping](xref:SiliconStudio.Xenko.Audio.SoundInstance.IsLooping) | オーディオのループを取得または設定します。 |
-| [Pan](xref:SiliconStudio.Xenko.Audio.SoundInstance.Pan)       | 左右のスピーカーのバランスを設定します。既定では、各スピーカーの値は 0.5 です。 |
-| [Pitch](xref:SiliconStudio.Xenko.Audio.SoundInstance.Pitch)     | オーディオのピッチ (周波数) を取得または設定します。 |
-| [PlayState](xref:SiliconStudio.Xenko.Audio.SoundInstance.PlayState)	| [SoundInstance](xref:SiliconStudio.Xenko.Audio.SoundInstance) の状態を取得します。 |
-| [Position](xref:SiliconStudio.Xenko.Audio.SoundInstance.Position)	| オーディオの現在の再生位置を取得します。 |
-| [Volume](xref:SiliconStudio.Xenko.Audio.SoundInstance.Volume)	| オーディオのボリュームを設定します。 |
+| [IsLooping](xref:Xenko.Audio.SoundInstance.IsLooping) | オーディオのループを取得または設定します。 |
+| [Pan](xref:Xenko.Audio.SoundInstance.Pan)       | 左右のスピーカーのバランスを設定します。既定では、各スピーカーの値は 0.5 です。 |
+| [Pitch](xref:Xenko.Audio.SoundInstance.Pitch)     | オーディオのピッチ (周波数) を取得または設定します。 |
+| [PlayState](xref:Xenko.Audio.SoundInstance.PlayState)	| [SoundInstance](xref:Xenko.Audio.SoundInstance) の状態を取得します。 |
+| [Position](xref:Xenko.Audio.SoundInstance.Position)	| オーディオの現在の再生位置を取得します。 |
+| [Volume](xref:Xenko.Audio.SoundInstance.Volume)	| オーディオのボリュームを設定します。 |
 
-詳細については、[SoundInstance API のドキュメント](xref:SiliconStudio.Xenko.Audio.SoundInstance)を参照してください。
+詳細については、[SoundInstance API のドキュメント](xref:Xenko.Audio.SoundInstance)を参照してください。
 
 > [!NOTE]
-サウンドが既に再生中の場合に [SoundInstance.Play](xref:SiliconStudio.Xenko.Audio.SoundInstance.Play) をさらに呼び出してもすべて無視されます。
-[SoundInstance.Pause](xref:SiliconStudio.Xenko.Audio.SoundInstance.Pause) (サウンドが既に一時停止されているとき) および [SoundInstance.Stop](xref:SiliconStudio.Xenko.Audio.SoundInstance.Stop) (サウンドが既に停止されているとき) についても同じです。
+サウンドが既に再生中の場合に [SoundInstance.Play](xref:Xenko.Audio.SoundInstance.Play) をさらに呼び出してもすべて無視されます。
+[SoundInstance.Pause](xref:Xenko.Audio.SoundInstance.Pause) (サウンドが既に一時停止されているとき) および [SoundInstance.Stop](xref:Xenko.Audio.SoundInstance.Stop) (サウンドが既に停止されているとき) についても同じです。
 
 たとえば、次に示すコードは次の処理を行います。
 

+ 5 - 5
jp/manual/audio/play-a-range-within-an-audio-file.md

@@ -3,7 +3,7 @@
 <span class="label label-doc-level">中級</span>
 <span class="label label-doc-audience">プログラマー</span>
 
-サウンド アセットの特定部分だけを再生することができます。つまり、たとえば、異なる [SoundInstance](xref:SiliconStudio.Xenko.Audio.SoundInstance) オブジェクトで異なる範囲を指定することによって、1 つのサウンド アセットから複数のサンプルを作成できます。
+サウンド アセットの特定部分だけを再生することができます。つまり、たとえば、異なる [SoundInstance](xref:Xenko.Audio.SoundInstance) オブジェクトで異なる範囲を指定することによって、1 つのサウンド アセットから複数のサンプルを作成できます。
 
 ![Loop points](media/audio-advanced-features-loop-points.png)
 
@@ -11,10 +11,10 @@
 
 | プロパティ、メソッド、構造体 | 関数 |
 |---------|-----------|
-| [Sound.TotalLength](xref:SiliconStudio.Xenko.Audio.Sound.TotalLength) | [サウンド](xref:SiliconStudio.Xenko.Audio.Sound)の全体の長さです。 |
-| [SoundInstance.SetRange(PlayRange)](xref:SiliconStudio.Xenko.Audio.SoundInstance.SetRange(SiliconStudio.Xenko.Audio.PlayRange)) | サウンド アセット内で再生する時間の範囲を設定します。 |
-| [PlayRange](xref:SiliconStudio.Xenko.Audio.PlayRange) | 範囲の開始ポイントと長さなど、時間の情報です。 |
-| [SoundInstance.Position](xref:SiliconStudio.Xenko.Audio.SoundInstance.Position) | 現在の再生位置を **TimeSpan** として取得します。 |
+| [Sound.TotalLength](xref:Xenko.Audio.Sound.TotalLength) | [サウンド](xref:Xenko.Audio.Sound)の全体の長さです。 |
+| [SoundInstance.SetRange(PlayRange)](xref:Xenko.Audio.SoundInstance.SetRange(Xenko.Audio.PlayRange)) | サウンド アセット内で再生する時間の範囲を設定します。 |
+| [PlayRange](xref:Xenko.Audio.PlayRange) | 範囲の開始ポイントと長さなど、時間の情報です。 |
+| [SoundInstance.Position](xref:Xenko.Audio.SoundInstance.Position) | 現在の再生位置を **TimeSpan** として取得します。 |
 
 次に例を示します。
 

+ 1 - 1
jp/manual/game-studio/game-settings.md

@@ -83,7 +83,7 @@ Graphics Compositor を設定するには:
 | Target graphics platform    | プロジェクトのビルド対象のターゲット プラットフォームです。これを[Default]に設定すると、最も適切なプラットフォームが選択されます。詳細については、「[グラフィックス プラットフォームを変更する](../platforms/change-the-graphics-platform.md)」を参照してください。
 
 > [!TIP]
-> プロジェクトが使用している既定のプラットフォームを確認するには、コード (スクリプト内など) にブレーク ポイントを追加し、プロジェクトを実行して、[GraphicsDevice.Platform](xref:SiliconStudio.Xenko.Graphics.GraphicsDevice.Platform) 変数の値を調べます。
+> プロジェクトが使用している既定のプラットフォームを確認するには、コード (スクリプト内など) にブレーク ポイントを追加し、プロジェクトを実行して、[GraphicsDevice.Platform](xref:Xenko.Graphics.GraphicsDevice.Platform) 変数の値を調べます。
 
 ## エディターの設定
 

+ 1 - 1
jp/manual/get-started/launch-a-game.md

@@ -64,7 +64,7 @@ Game.Window.IsBorderLess = true;
 次に例を示します。
 
 ```cs
-using SiliconStudio.Xenko.Engine;
+using Xenko.Engine;
 
 namespace MyGame
 {

+ 1 - 1
jp/manual/graphics/lights-and-shadows/add-a-light.md

@@ -1,6 +1,6 @@
 # ライトを追加する
 
-シーンにライトを追加するには、[ライト コンポーネント](xref:SiliconStudio.Xenko.Engine.LightComponent)をエンティティに追加します。
+シーンにライトを追加するには、[ライト コンポーネント](xref:Xenko.Engine.LightComponent)をエンティティに追加します。
 
 1. ライトにするエンティティを選択します。
 

+ 1 - 1
jp/manual/graphics/lights-and-shadows/index.md

@@ -1,6 +1,6 @@
 # ライトとシャドウ
 
-Xenko のライトは、[ライト コンポーネント](xref:SiliconStudio.Xenko.Engine.LightComponent)によって提供されます。ライトには複数の種類があります。
+Xenko のライトは、[ライト コンポーネント](xref:Xenko.Engine.LightComponent)によって提供されます。ライトには複数の種類があります。
 
 ## このセクションの内容
 

+ 3 - 3
jp/manual/graphics/lights-and-shadows/skybox-lights.md

@@ -27,7 +27,7 @@
 
 ## スカイボックス ライトをセットアップする
 
-スカイボックスをライトとして使用するには、スカイボックス アセットを追加した後、[ライト コンポーネント](xref:SiliconStudio.Xenko.Engine.LightComponent)でそれを選択する必要があります。
+スカイボックスをライトとして使用するには、スカイボックス アセットを追加した後、[ライト コンポーネント](xref:Xenko.Engine.LightComponent)でそれを選択する必要があります。
 
 1. [Asset view]で ![Add asset](media/engine-skybox-add-new-asset-button.png) をクリックします。
 
@@ -45,7 +45,7 @@
 
 4. スカイボックス ライトにするエンティティを選択します。
 
-5. [Properties grid] (既定では右側) で、[Add component]をクリックし、[[Light](xref:SiliconStudio.Xenko.Engine.LightComponent)] を選択します。
+5. [Properties grid] (既定では右側) で、[Add component]をクリックし、[[Light](xref:Xenko.Engine.LightComponent)] を選択します。
 
     ![Background component properties](media/skybox-add-light-component.png)
 
@@ -61,7 +61,7 @@
 
 	![Asset picker](media/select-skybox-asset.png)
 
-[ライト コンポーネント](xref:SiliconStudio.Xenko.Engine.LightComponent)は、スカイボックス アセットを使用してシーンをライティングします。
+[ライト コンポーネント](xref:Xenko.Engine.LightComponent)は、スカイボックス アセットを使用してシーンをライティングします。
 
 ## スカイボックス アセットのプロパティ
 

+ 20 - 20
jp/manual/input/gamepads.md

@@ -24,13 +24,13 @@ Xbox Elite コントローラーのボタンは、Xenko では次のような名
 
 ゲームパッドの入力を処理する前に:
 
-* いずれかのゲームパッドが接続されているかどうかを確認するには、[InputManager.HasGamePad](xref:SiliconStudio.Xenko.Input.InputManager.HasGamePad) を使用します。
+* いずれかのゲームパッドが接続されているかどうかを確認するには、[InputManager.HasGamePad](xref:Xenko.Input.InputManager.HasGamePad) を使用します。
 
-* 接続されているゲームパッドの数を確認するには、[InputManager.GamePadCount](xref:SiliconStudio.Xenko.Input.InputManager.GamePadCount) を使用します。
+* 接続されているゲームパッドの数を確認するには、[InputManager.GamePadCount](xref:Xenko.Input.InputManager.GamePadCount) を使用します。
 
-* 現在のデバイスが切断されたかどうかを確認するには、[InputManager.DeviceRemoved](xref:SiliconStudio.Xenko.Input.InputManager.DeviceRemoved) イベントを使用します。
+* 現在のデバイスが切断されたかどうかを確認するには、[InputManager.DeviceRemoved](xref:Xenko.Input.InputManager.DeviceRemoved) イベントを使用します。
 
-* デバイスが接続されたかどうかを確認するには、[InputManager.DeviceAdded](xref:SiliconStudio.Xenko.Input.InputManager.DeviceAdded) イベントを使用します。
+* デバイスが接続されたかどうかを確認するには、[InputManager.DeviceAdded](xref:Xenko.Input.InputManager.DeviceAdded) イベントを使用します。
 
 ### デジタル ボタン
 
@@ -38,36 +38,36 @@ Xbox Elite コントローラーのボタンは、Xenko では次のような名
 
 | メソッド | 機能
 |--------|--------------
-| [IsButtonDown(IGamePadDevice, GamePadButton)](xref:SiliconStudio.Xenko.Input.GamePadDeviceExtensions.IsButtonDown\(SiliconStudio.Xenko.Input.IGamePadDevice,SiliconStudio.Xenko.Input.GamePadButton\)) | ボタンが「_押されている_」状態かどうかを確認します。
-| [IsButtonPressed(IGamePadDevice, GamePadButton)](xref:SiliconStudio.Xenko.Input.GamePadDeviceExtensions.IsButtonPressed\(SiliconStudio.Xenko.Input.IGamePadDevice,SiliconStudio.Xenko.Input.GamePadButton\)) | 前回の更新以降にユーザーがボタンを「_押した_」かどうかを確認します。
-| [IsButtonReleased(IGamePadDevice, GamePadButton)](xref:SiliconStudio.Xenko.Input.GamePadDeviceExtensions.IsButtonReleased\(SiliconStudio.Xenko.Input.IGamePadDevice,SiliconStudio.Xenko.Input.GamePadButton\)) | 前回の更新以降にユーザーがボタンを「_放した_」かどうかを確認します。
+| [IsButtonDown(IGamePadDevice, GamePadButton)](xref:Xenko.Input.GamePadDeviceExtensions.IsButtonDown\(Xenko.Input.IGamePadDevice,Xenko.Input.GamePadButton\)) | ボタンが「_押されている_」状態かどうかを確認します。
+| [IsButtonPressed(IGamePadDevice, GamePadButton)](xref:Xenko.Input.GamePadDeviceExtensions.IsButtonPressed\(Xenko.Input.IGamePadDevice,Xenko.Input.GamePadButton\)) | 前回の更新以降にユーザーがボタンを「_押した_」かどうかを確認します。
+| [IsButtonReleased(IGamePadDevice, GamePadButton)](xref:Xenko.Input.GamePadDeviceExtensions.IsButtonReleased\(Xenko.Input.IGamePadDevice,Xenko.Input.GamePadButton\)) | 前回の更新以降にユーザーがボタンを「_放した_」かどうかを確認します。
 
 **ボタン (GamePadButton)** は確認するゲームパッド ボタンです。
 
-デジタル ボタンの状態は、[GamePadState.Buttons](xref:SiliconStudio.Xenko.Input.GamePadState.Buttons) を使用して取得することもできます。
+デジタル ボタンの状態は、[GamePadState.Buttons](xref:Xenko.Input.GamePadState.Buttons) を使用して取得することもできます。
 
 > [!NOTE]
-> [GamePadState.Buttons](xref:SiliconStudio.Xenko.Input.GamePadState.Buttons) フィールドは、2 進法を使用するビットマスクです。ビットマスクの値に応じて、どのボタンが*アップ*か*ダウン*かを特定できます。
+> [GamePadState.Buttons](xref:Xenko.Input.GamePadState.Buttons) フィールドは、2 進法を使用するビットマスクです。ビットマスクの値に応じて、どのボタンが*アップ*か*ダウン*かを特定できます。
 
-ゲームパッドの状態を取得するには、[IGamePadDevice.State](xref:SiliconStudio.Xenko.Input.IGamePadDevice.State) を使用します。
+ゲームパッドの状態を取得するには、[IGamePadDevice.State](xref:Xenko.Input.IGamePadDevice.State) を使用します。
 
 ### アナログ ボタン
 
 アナログ ボタンの値を問い合わせるには、最初に
-[GetGamePadByIndex(index)](xref:SiliconStudio.Xenko.Input.InputManager.GetGamePadByIndex\(System.Int32\)) を使用してゲームパッドの現在の状態を取得します。_index (整数)_ は、確認するゲームパッドのインデックスです。
+[GetGamePadByIndex(index)](xref:Xenko.Input.InputManager.GetGamePadByIndex\(System.Int32\)) を使用してゲームパッドの現在の状態を取得します。_index (整数)_ は、確認するゲームパッドのインデックスです。
 
 > [!WARNING]
-> [IGamePadDevice.State](xref:SiliconStudio.Xenko.Input.IGamePadDevice.State) によって返される値は、**現在の**更新でのゲームパッドの状態です。この値を次の更新に再使用することはできません。更新のたびに、再度問い合わせる必要があります。
+> [IGamePadDevice.State](xref:Xenko.Input.IGamePadDevice.State) によって返される値は、**現在の**更新でのゲームパッドの状態です。この値を次の更新に再使用することはできません。更新のたびに、再度問い合わせる必要があります。
 
 トリガーとサムスティックの位置を取得するには、
-[GamePadState](xref:SiliconStudio.Xenko.Input.GamePadState) のフィールドを使用します。
+[GamePadState](xref:Xenko.Input.GamePadState) のフィールドを使用します。
 
 | フィールド | 説明
 |-------|------------
-| [GamePadState.LeftThumb](xref:SiliconStudio.Xenko.Input.GamePadState.LeftThumb) | 左サムスティックの X 軸/Y 軸の値です。どちらの軸も範囲は[-1.0f, 1.0f]です。 |
-| [GamePadState.RightThumb](xref:SiliconStudio.Xenko.Input.GamePadState.RightThumb) | 右サムスティックの X 軸/Y 軸の値です。どちらの軸も範囲は[-1.0f, 1.0f]です。 |
-| [GamePadState.LeftTrigger](xref:SiliconStudio.Xenko.Input.GamePadState.LeftTrigger) | 左トリガー アナログ コントロールの値です。1 つの軸の範囲は[0, 1.0f]です。 |
-| [GamePadState.RightTrigger](xref:SiliconStudio.Xenko.Input.GamePadState.RightTrigger) | 右トリガー アナログ コントロールの値です。1 つの軸の範囲は[0, 1.0f]です。 |
+| [GamePadState.LeftThumb](xref:Xenko.Input.GamePadState.LeftThumb) | 左サムスティックの X 軸/Y 軸の値です。どちらの軸も範囲は[-1.0f, 1.0f]です。 |
+| [GamePadState.RightThumb](xref:Xenko.Input.GamePadState.RightThumb) | 右サムスティックの X 軸/Y 軸の値です。どちらの軸も範囲は[-1.0f, 1.0f]です。 |
+| [GamePadState.LeftTrigger](xref:Xenko.Input.GamePadState.LeftTrigger) | 左トリガー アナログ コントロールの値です。1 つの軸の範囲は[0, 1.0f]です。 |
+| [GamePadState.RightTrigger](xref:Xenko.Input.GamePadState.RightTrigger) | 右トリガー アナログ コントロールの値です。1 つの軸の範囲は[0, 1.0f]です。 |
 
 サムスティックは、X 軸および Y 軸の方向に動きます。その位置は次のように表されます。
 
@@ -80,7 +80,7 @@ Xbox Elite コントローラーのボタンは、Xenko では次のような名
 
 ### 振動
 
-ゲームパッドの振動レベルを設定するには、[IGamePadDevice.SetVibration](xref:SiliconStudio.Xenko.Input.IGamePadDevice.SetVibration\(System.Single,System.Single,System.Single,System.Single\)) を使用します。
+ゲームパッドの振動レベルを設定するには、[IGamePadDevice.SetVibration](xref:Xenko.Input.IGamePadDevice.SetVibration\(System.Single,System.Single,System.Single,System.Single\)) を使用します。
 
 > [!NOTE]
 > 現在、Xenko は Xbox ゲームパッドの振動のみをサポートします。
@@ -88,8 +88,8 @@ Xbox Elite コントローラーのボタンは、Xenko では次のような名
 ## コード例
 
 ```cs
-using SiliconStudio.Core.Mathematics;
-using SiliconStudio.Xenko.Engine;
+using Xenko.Core.Mathematics;
+using Xenko.Engine;
 
 public class TestScript : SyncScript
 {

+ 28 - 28
jp/manual/input/gestures.md

@@ -14,25 +14,25 @@
 
 ジェスチャの認識を有効にするには:
 
-1. 認識するジェスチャの構成クラスのインスタンスを作成します。たとえば、ドラッグ ジェスチャの場合は、@'SiliconStudio.Xenko.Input.GestureConfigDrag' のインスタンスを作成します。
+1. 認識するジェスチャの構成クラスのインスタンスを作成します。たとえば、ドラッグ ジェスチャの場合は、@'Xenko.Input.GestureConfigDrag' のインスタンスを作成します。
 2. クラスのパラメーターを構成します。
-3. ジェスチャの構成を @'SiliconStudio.Xenko.Input.InputManager.Gestures' コレクションに追加します。
+3. ジェスチャの構成を @'Xenko.Input.InputManager.Gestures' コレクションに追加します。
 
 > [!WARNING]
-> ジェスチャの認識をアクティブにした後では、ジェスチャのパラメーターを変更できません。パラメーターを変更する必要がある場合は、@'SiliconStudio.Xenko.Input.InputManager.Gestures' コレクションからジェスチャを削除し、新しいパラメーターで新しいエントリを作成する必要があります。
+> ジェスチャの認識をアクティブにした後では、ジェスチャのパラメーターを変更できません。パラメーターを変更する必要がある場合は、@'Xenko.Input.InputManager.Gestures' コレクションからジェスチャを削除し、新しいパラメーターで新しいエントリを作成する必要があります。
 
 ### ジェスチャの認識を無効にする
 
-[InputManager.Gestures](xref:SiliconStudio.Xenko.Input.InputManager.Gestures) コレクションからジェスチャを削除します。
+[InputManager.Gestures](xref:Xenko.Input.InputManager.Gestures) コレクションからジェスチャを削除します。
 
 ## ジェスチャの認識
 
-入力システムは、ジェスチャを検出すると、@'SiliconStudio.Xenko.Input.GestureEvent' を [InputManager.GestureEvents](xref:SiliconStudio.Xenko.Input.InputManager.GestureEvents) のリストに追加します。イベントには、ジェスチャとその状態に関する情報が含まれます (ジェスチャの場所や使用された指の数など)。
+入力システムは、ジェスチャを検出すると、@'Xenko.Input.GestureEvent' を [InputManager.GestureEvents](xref:Xenko.Input.InputManager.GestureEvents) のリストに追加します。イベントには、ジェスチャとその状態に関する情報が含まれます (ジェスチャの場所や使用された指の数など)。
 
 > [!NOTE]
 > 各ジェスチャには、固有のジェスチャ イベント クラスが関連付けられています (後述)。
 
-[GestureEvent.Type](xref:SiliconStudio.Xenko.Input.GestureEvent.Type) フィールドは、どのジェスチャが認識されたかを示します。基底ジェスチャ イベントをジェスチャ固有のイベント型にキャストして、イベントに関するジェスチャ型固有の情報を取得できます。
+[GestureEvent.Type](xref:Xenko.Input.GestureEvent.Type) フィールドは、どのジェスチャが認識されたかを示します。基底ジェスチャ イベントをジェスチャ固有のイベント型にキャストして、イベントに関するジェスチャ型固有の情報を取得できます。
 
 Xenko は同時に複数のジェスチャを検出できるので、イベント リストは 1 回の更新で複数の項目を格納することができます。
 
@@ -40,7 +40,7 @@ Xenko は同時に複数のジェスチャを検出できるので、イベン
 
 ## ジェスチャを構成する
 
-@'SiliconStudio.Xenko.Input.GestureConfig' クラスでは、次のようなパラメーターを構成できます。
+@'Xenko.Input.GestureConfig' クラスでは、次のようなパラメーターを構成できます。
 
 * ジェスチャが使用する指の数
 
@@ -65,7 +65,7 @@ Xenko は同時に複数のジェスチャを検出できるので、イベン
 
 **単独**ジェスチャ (タップ、フリック、長押し) は常に_発生_状態になっています。**連続**ジェスチャ (ドラッグ、複合) は常に、_開始_状態で開始し、何らかの_変更_状態がそれに続き、_終了_状態で終了します。
 
-ジェスチャの現在の状態を問い合わせるには、トリガーされたジェスチャ イベントの [GestureEvent.State](xref:SiliconStudio.Xenko.Input.GestureEvent.State) フィールドを使用します。
+ジェスチャの現在の状態を問い合わせるには、トリガーされたジェスチャ イベントの [GestureEvent.State](xref:Xenko.Input.GestureEvent.State) フィールドを使用します。
 
 ## ジェスチャの種類
 
@@ -93,14 +93,14 @@ Xenko がサポートするジェスチャには大きく分けて次の 2 つ
 
 ユーザーは、画面に触れて、すぐに指を離します。
 
-**構成クラス**: @'SiliconStudio.Xenko.Input.GestureConfigTap'
+**構成クラス**: @'Xenko.Input.GestureConfigTap'
 
-**イベント クラス**: @'SiliconStudio.Xenko.Input.GestureEventTap'
+**イベント クラス**: @'Xenko.Input.GestureEventTap'
 
-画面に触れる指の数をジェスチャの間に変えることはできません。タップに必要な指の数を設定するには、@'SiliconStudio.Xenko.Input.GestureConfig.RequiredNumberOfFingers' を変更します。
+画面に触れる指の数をジェスチャの間に変えることはできません。タップに必要な指の数を設定するには、@'Xenko.Input.GestureConfig.RequiredNumberOfFingers' を変更します。
 
 > [!TIP]
-> シングル タップとマルチ タップを区別するため、システムはタップ イベントでのレイテンシを使用します。これを無効にするには、[GestureConfigTap.MaximumTimeBetweenTaps](xref:SiliconStudio.Xenko.Input.GestureConfigTap.MaximumTimeBetweenTaps) フィールドを **0** に設定します。
+> シングル タップとマルチ タップを区別するため、システムはタップ イベントでのレイテンシを使用します。これを無効にするには、[GestureConfigTap.MaximumTimeBetweenTaps](xref:Xenko.Input.GestureConfigTap.MaximumTimeBetweenTaps) フィールドを **0** に設定します。
 
 #### <a name="Flick">フリック</a>
 
@@ -108,16 +108,16 @@ Xenko がサポートするジェスチャには大きく分けて次の 2 つ
 
 ユーザーは、画面に触れて、すばやい直線的な移動を行った後、指を離します。
 
-**構成クラス**: @'SiliconStudio.Xenko.Input.GestureConfigFlick'
+**構成クラス**: @'Xenko.Input.GestureConfigFlick'
 
-**イベント クラス**: @'SiliconStudio.Xenko.Input.GestureEventFlick'
+**イベント クラス**: @'Xenko.Input.GestureEventFlick'
 
 面に触れる指の数をジェスチャの間に変えることはできません。
 
-フリック ジェスチャの最小の長さを設定するには、[GestureConfigFlick.MinimumFlickLength](xref:SiliconStudio.Xenko.Input.GestureConfigFlick.MinimumFlickLength) を使用します。
+フリック ジェスチャの最小の長さを設定するには、[GestureConfigFlick.MinimumFlickLength](xref:Xenko.Input.GestureConfigFlick.MinimumFlickLength) を使用します。
 
 フリックの方向を**上下**または**左右**に制限するには、
-[GestureConfigFlick.FlickShape](xref:SiliconStudio.Xenko.Input.GestureConfigFlick.FlickShape) を使用します。
+[GestureConfigFlick.FlickShape](xref:Xenko.Input.GestureConfigFlick.FlickShape) を使用します。
 
 #### <a name="Long-press">長押し</a>
 
@@ -125,13 +125,13 @@ Xenko がサポートするジェスチャには大きく分けて次の 2 つ
 
 ユーザーは、画面に触れて、一定の時間、指を離さずに圧力をかけ続けます (既定の時間は 1 秒です)。
 
-**構成クラス**: [GestureConfigLongPress](xref:SiliconStudio.Xenko.Input.GestureConfigLongPress)
+**構成クラス**: [GestureConfigLongPress](xref:Xenko.Input.GestureConfigLongPress)
 
-**イベント クラス**: [GestureEventLongPress](xref:SiliconStudio.Xenko.Input.GestureEventLongPress)
+**イベント クラス**: [GestureEventLongPress](xref:Xenko.Input.GestureEventLongPress)
 
 画面に触れる指の数をジェスチャの間に変えることはできません。
 
-長押しジェスチャで押している最小限の時間の長さを変更するには、[GestureConfigLongPress.RequiredPressTime](xref:SiliconStudio.Xenko.Input.GestureConfigLongPress.RequiredPressTime) を変更します。
+長押しジェスチャで押している最小限の時間の長さを変更するには、[GestureConfigLongPress.RequiredPressTime](xref:Xenko.Input.GestureConfigLongPress.RequiredPressTime) を変更します。
 
 ### 連続ジェスチャ
 
@@ -141,15 +141,15 @@ Xenko がサポートするジェスチャには大きく分けて次の 2 つ
 
 ユーザーは、画面に触れて、移動を行った後、指を離します。
 
-**構成クラス**: [GestureConfigDrag](xref:SiliconStudio.Xenko.Input.GestureConfigDrag)
+**構成クラス**: [GestureConfigDrag](xref:Xenko.Input.GestureConfigDrag)
 
-**イベント クラス**: [GestureEventDrag](xref:SiliconStudio.Xenko.Input.GestureEventDrag)
+**イベント クラス**: [GestureEventDrag](xref:Xenko.Input.GestureEventDrag)
 
 画面に触れる指の数をジェスチャの間に変えることはできません。
 
-短いドラッグを検出するには、[GestureConfigDrag.MinimumDragDistance](xref:SiliconStudio.Xenko.Input.GestureConfigDrag.MinimumDragDistance) を小さくします。
+短いドラッグを検出するには、[GestureConfigDrag.MinimumDragDistance](xref:Xenko.Input.GestureConfigDrag.MinimumDragDistance) を小さくします。
 
-ドラッグの方向を**上下**または**左右**に制限するには、[GestureConfigDrag.DragShape](xref:SiliconStudio.Xenko.Input.GestureConfigDrag.DragShape) を使用します。
+ドラッグの方向を**上下**または**左右**に制限するには、[GestureConfigDrag.DragShape](xref:Xenko.Input.GestureConfigDrag.DragShape) を使用します。
 
 #### <a name="Composite">複合</a>
 
@@ -157,9 +157,9 @@ Xenko がサポートするジェスチャには大きく分けて次の 2 つ
 
 ユーザーは、2 本の指で画面に触れて、各指を個別に動かします。
 
-**構成クラス**: @'SiliconStudio.Xenko.Input.GestureConfigComposite'
+**構成クラス**: @'Xenko.Input.GestureConfigComposite'
 
-**イベント クラス**: @'SiliconStudio.Xenko.Input.GestureEventComposite'
+**イベント クラス**: @'Xenko.Input.GestureEventComposite'
 
 複合ジェスチャを行うには、正確に 2 本の指で画面に触れる必要があります。システムが 3 つの基本アクションのいずれかを検出すると、複合ジェスチャがトリガーされます。
 * _平行移動_: ユーザーは、2 本の指を一緒に同じ方向へ動かします。
@@ -213,7 +213,7 @@ var noLatencyTap = new GestureConfigTap() { MaximumTimeBetweenTaps= TimeSpan.Zer
 
 ### ジェスチャ イベントにアクセスする
 
-認識されたジェスチャによってトリガーされたイベントのリストにアクセスするには、[InputManager.GestureEvents](xref:SiliconStudio.Xenko.Input.InputManager.GestureEvents) コレクションを使用します。このコレクションは、更新のたびに自動的に作成されます。
+認識されたジェスチャによってトリガーされたイベントのリストにアクセスするには、[InputManager.GestureEvents](xref:Xenko.Input.InputManager.GestureEvents) コレクションを使用します。このコレクションは、更新のたびに自動的に作成されます。
 
 ```cs
 var currentFrameGestureEvents = Input.GestureEvents;
@@ -221,7 +221,7 @@ var currentFrameGestureEvents = Input.GestureEvents;
 
 ### ジェスチャの種類を識別する
 
-[GestureEvent.Type](xref:SiliconStudio.Xenko.Input.GestureEvent.Type) フィールドを使用してジェスチャの種類を識別した後、それを適切なイベント型にキャストして、イベントに関する他の情報を取得します。
+[GestureEvent.Type](xref:Xenko.Input.GestureEvent.Type) フィールドを使用してジェスチャの種類を識別した後、それを適切なイベント型にキャストして、イベントに関する他の情報を取得します。
 
 ```cs
 foreach( var gestureEvent in Input.GestureEvents)
@@ -240,7 +240,7 @@ foreach( var gestureEvent in Input.GestureEvents)
 
 ### ジェスチャの状態を識別する
 
-ジェスチャ イベントの状態を取得するには、[GestureEvent.State](xref:SiliconStudio.Xenko.Input.GestureEvent.State) フィールドを使用します。
+ジェスチャ イベントの状態を取得するには、[GestureEvent.State](xref:Xenko.Input.GestureEvent.State) フィールドを使用します。
 
 ```cs
 switch(compositeGestureEvent.State)

+ 3 - 3
jp/manual/input/index.md

@@ -17,15 +17,15 @@ Xenko は、スクリプトを使用して入力を完全に処理します。
 
 ## 入力を処理する
 
-入力は [InputManager](xref:SiliconStudio.Xenko.Input.InputManager) クラスで処理します。このクラスには、スクリプトからプロパティとメソッドを使用してアクセスできます。
+入力は [InputManager](xref:Xenko.Input.InputManager) クラスで処理します。このクラスには、スクリプトからプロパティとメソッドを使用してアクセスできます。
 
-特定の入力デバイスが使用できるかどうかを調べるには、対応する @'SiliconStudio.Xenko.Input.InputManager' プロパティを使用します。たとえば、マウスが接続されているかどうかを調べるには、[Input.HasMouse](xref:SiliconStudio.Xenko.Input.InputManager.HasMouse) を使用します。
+特定の入力デバイスが使用できるかどうかを調べるには、対応する @'Xenko.Input.InputManager' プロパティを使用します。たとえば、マウスが接続されているかどうかを調べるには、[Input.HasMouse](xref:Xenko.Input.InputManager.HasMouse) を使用します。
 
 デバイスの使用可能性を調べた後、Xenko で入力を処理するには 4 つの方法があります。
 
 ### 状態を問い合わせる
 
-デジタル キーやボタンの状態 (_アップ_または_ダウン_) およびアナログ ボタンやセンサーの数値を問い合わせることができます。たとえば、@'SiliconStudio.Xenko.Input.InputManager.DownKeys' は、最後の更新で_ダウン_状態であったキーのリストを取得します。
+デジタル キーやボタンの状態 (_アップ_または_ダウン_) およびアナログ ボタンやセンサーの数値を問い合わせることができます。たとえば、@'Xenko.Input.InputManager.DownKeys' は、最後の更新で_ダウン_状態であったキーのリストを取得します。
 
 ![Query key and button states](media/index-state-one-action-between-updates.png)
 

+ 12 - 12
jp/manual/input/keyboards.md

@@ -6,13 +6,13 @@
 **キーボード**は、デスクトップ ゲームで最も一般的な入力デバイスです。Xenko にはキーボード入力を処理する 2 つの方法があります。
 
 * **キーの状態**を問い合わせる**
-* [KeyEvent](xref:SiliconStudio.Xenko.Input.KeyEvent) リストを使用する
+* [KeyEvent](xref:Xenko.Input.KeyEvent) リストを使用する
 
-どちらにも、[input](xref:SiliconStudio.Xenko.Input.InputManager) 基底クラスからアクセスできます。これらのオプションの詳細については、「[入力](index.md)」を参照してください。
+どちらにも、[input](xref:Xenko.Input.InputManager) 基底クラスからアクセスできます。これらのオプションの詳細については、「[入力](index.md)」を参照してください。
 
 ## キーボードを使用できるかどうかを調べる
 
-キーボード入力を処理する前に、[Input.HasKeyboard](xref:SiliconStudio.Xenko.Input.InputManager.HasKeyboard) を使用してキーボードが接続されているかどうかを調べます。
+キーボード入力を処理する前に、[Input.HasKeyboard](xref:Xenko.Input.InputManager.HasKeyboard) を使用してキーボードが接続されているかどうかを調べます。
 
 ## キーの状態を取得する
 
@@ -20,9 +20,9 @@
 
 | メソッド | 説明 |
 | --- | --- |
-| [IsKeyDown(Keys)](xref:SiliconStudio.Xenko.Input.InputManager.IsKeyDown\(SiliconStudio.Xenko.Input.Keys\)) | 指定したキーが**ダウン**状態かどうかを調べます。
-| [IsKeyPressed(Keys)](xref:SiliconStudio.Xenko.Input.InputManager.IsKeyPressed\(SiliconStudio.Xenko.Input.Keys\)) | 指定したキーが最後の更新以降に**押された**かどうかを調べます。
-| [IsKeyReleased(Keys)](xref:SiliconStudio.Xenko.Input.InputManager.IsKeyReleased\(SiliconStudio.Xenko.Input.Keys\)) | 指定したキーが最後の更新以降に**放された**かどうかを調べます。
+| [IsKeyDown(Keys)](xref:Xenko.Input.InputManager.IsKeyDown\(Xenko.Input.Keys\)) | 指定したキーが**ダウン**状態かどうかを調べます。
+| [IsKeyPressed(Keys)](xref:Xenko.Input.InputManager.IsKeyPressed\(Xenko.Input.Keys\)) | 指定したキーが最後の更新以降に**押された**かどうかを調べます。
+| [IsKeyReleased(Keys)](xref:Xenko.Input.InputManager.IsKeyReleased\(Xenko.Input.Keys\)) | 指定したキーが最後の更新以降に**放された**かどうかを調べます。
 
 > [!NOTE]
 > Xenko では、解釈済みのキーの取得はサポートされません (特殊な文字や大文字など)。
@@ -31,16 +31,16 @@
 
 場合によっては、現在_ダウン_状態になっているすべてのキー、または最後の更新以降に_押された_すべてのキーを知りたいことがあります。キー状態 API は、使用可能な各キーを個別に問い合わせる必要があるため、このような場合には適切ではありません。
 
-代わりに、[Input](xref:SiliconStudio.Xenko.Input.InputManager) 基底クラスで使用できる**キー イベント** コレクションを使用します。
+代わりに、[Input](xref:Xenko.Input.InputManager) 基底クラスで使用できる**キー イベント** コレクションを使用します。
 
 | パブリック リスト | 説明 l
 | ----------- | ---
-| [InputManager.DownKeys](xref:SiliconStudio.Xenko.Input.InputManager.DownKeys) | 最後の更新でダウン状態であったキーのリストを取得します。
-| [InputManager.PressedKeys](xref:SiliconStudio.Xenko.Input.InputManager.PressedKeys) | 最後の更新で押されたキーのリストを取得します。
-| [InputManager.ReleasedKeys](xref:SiliconStudio.Xenko.Input.InputManager.ReleasedKeys) | 最後の更新で放されたキーのリストを取得します。
-| [InputManager.KeyEvents](xref:SiliconStudio.Xenko.Input.InputManager.KeyEvents) | 最後の更新でのキー イベントのリストを取得します (押されたキーまたは放されたキー)。
+| [InputManager.DownKeys](xref:Xenko.Input.InputManager.DownKeys) | 最後の更新でダウン状態であったキーのリストを取得します。
+| [InputManager.PressedKeys](xref:Xenko.Input.InputManager.PressedKeys) | 最後の更新で押されたキーのリストを取得します。
+| [InputManager.ReleasedKeys](xref:Xenko.Input.InputManager.ReleasedKeys) | 最後の更新で放されたキーのリストを取得します。
+| [InputManager.KeyEvents](xref:Xenko.Input.InputManager.KeyEvents) | 最後の更新でのキー イベントのリストを取得します (押されたキーまたは放されたキー)。
 
-すべての @'SiliconStudio.Xenko.Input.KeyEvent' に、2 つのプロパティ @'SiliconStudio.Xenko.Input.KeyEvent.Key' (影響を受けたキー) と @'SiliconStudio.Xenko.Input.ButtonEvent.IsDown' (キーの新しい状態) があります。
+すべての @'Xenko.Input.KeyEvent' に、2 つのプロパティ @'Xenko.Input.KeyEvent.Key' (影響を受けたキー) と @'Xenko.Input.ButtonEvent.IsDown' (キーの新しい状態) があります。
 
 ## コード例
 

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