Browse Source

Merge pull request #376 from VaclavElias/update-27-docs-improvements

docs: Documentation updates to improve clarity, organization, and user guidance
Vaclav Elias 11 months ago
parent
commit
be9dee75ef

+ 7 - 0
en/ReleaseNotes/ReleaseNotes.md

@@ -8,6 +8,13 @@ Read the full blog post here: [Announcing Stride 4.2](https://www.stride3d.net/b
 
 
 A massive thank you to the open-source Stride community for your dedicated contributions. This release saw over 75 contributions from more than 22 amazing contributors, each playing a crucial role in making Stride 4.2 a reality.
 A massive thank you to the open-source Stride community for your dedicated contributions. This release saw over 75 contributions from more than 22 amazing contributors, each playing a crucial role in making Stride 4.2 a reality.
 
 
+## Minor releases since the last major release
+
+- [4.2.0.2293](https://github.com/stride3d/stride/releases/tag/releases%2F4.2.0.2293): January 2025
+- [4.2.0.2282](https://github.com/stride3d/stride/releases/tag/releases%2F4.2.0.2282): December 2024
+- [4.2.0.2232](https://github.com/stride3d/stride/releases/tag/releases%2F4.2.0.2232): September 2024
+- [4.2.0.2188](https://github.com/stride3d/stride/releases/tag/releases%2F4.2.0.2188): June 2024
+
 ## What's new in Stride 4.2
 ## What's new in Stride 4.2
 Stride 4.2 includes numerous enhancements and improvements. Here’s what to expect:
 Stride 4.2 includes numerous enhancements and improvements. Here’s what to expect:
 
 

+ 8 - 2
en/contributors/donate.md

@@ -1,10 +1,16 @@
-# Donating to Stride
+# Donating to Stride
+
 In order to support our contributors or if we want to finance a specific feature, we collect donations from individuals as well as organisations. 
 In order to support our contributors or if we want to finance a specific feature, we collect donations from individuals as well as organisations. 
 
 
 ## Open Collective
 ## Open Collective
+
 We gather funding through a website called [OpenCollective](https://opencollective.com/stride3d). This website displays where all the money is coming from and where it is going to: 100% transparency guaranteed.
 We gather funding through a website called [OpenCollective](https://opencollective.com/stride3d). This website displays where all the money is coming from and where it is going to: 100% transparency guaranteed.
 
 
 ## Projects
 ## Projects
-Stride's Open Collective hosts different '[Projects](https://opencollective.com/stride3d/projects)' — think of them as funding goals for specific features or contributions. Each project typically has a related GitHub ticket for more details on what's required for its development. If you're interested in working on or contributing to a particular feature, you can let us know by either replying:
+
+Stride's Open Collective hosts different [Projects](https://opencollective.com/stride3d/projects), think of them as funding goals for specific features or contributions. Each project typically has a related GitHub ticket for more details on what's required for its development.
+
+If you're interested in working on or contributing to a particular feature, you can let us know by either replying:
+
  - In each projects related GitHub thread and mention @stride3d/stride-contributors 
  - In each projects related GitHub thread and mention @stride3d/stride-contributors 
  - In the Stride [Contributors channel on Discord](https://discord.gg/bDhMhGVHvD)
  - In the Stride [Contributors channel on Discord](https://discord.gg/bDhMhGVHvD)

+ 22 - 35
en/contributors/roadmap.md

@@ -1,38 +1,25 @@
 # Roadmap
 # Roadmap
-The Stride game engine (MIT) is a collaborative endeavor managed by a small group of core volunteer developers, each with expertise in different areas of development. There are no full-time developers dedicated solely to Stride's advancement; instead, the engine progresses through the voluntary contributions of both the [core team](core-team.md) and the broader community. These individuals dedicate their spare time to enhance and expand the engine, motivated by personal interest, passion for the project, or their areas of expertise.
+
+The Stride game engine (MIT) is a collaborative endeavor managed by a small group of core volunteer developers, each with expertise in different areas of development. There are no full-time developers solely focused on Stride's advancement; instead, the engine progresses through the voluntary contributions of both the [core team](core-team.md) and the wider community. These individuals dedicate their spare time to enhance and expand the engine, driven by personal interest, passion for the project, or their areas of expertise.
 
 
 ## Contributors
 ## Contributors
-Contributions to Stride come in various forms. Some contributors focus on resolving existing issues, fostering the engine's stability and usability. Others venture into new territories, introducing improvements and features they deem beneficial, are personally intrigued by, or hold expertise in.
-
-## Community Roadmap and Open Collective
-The community has highlighted a range of feature requests, some of which are quite extensive of an Epic nature, requiring a long-term commitment from developers to complete. These larger goals form a "Community Roadmap" of sorts, reflecting the volunteer-driven nature of Stride's development process.
-
-Given the voluntary nature of contributions, the pace of progress hinges largely on the personal commitments and availability of our contributors. However, to catalyze action around certain desired features, Stride has established bounties through the [Open Collective](https://opencollective.com/stride3d). These bounties serve as a rallying call, incentivizing efforts towards tackling specific requests.
-
-- Bepu Physics integration <span class="badge text-bg-warning">In Progress</span>
-  - GitHub: https://github.com/stride3d/stride/pull/2131
-- Migrate Game Studio to Avalonia <span class="badge text-bg-warning">In Progress</span>
-  - GitHub: https://github.com/stride3d/stride/issues/1629
-  - Open collective project: https://opencollective.com/stride3d/projects/editor-rewrite-avalonia
-- Linux/MacOS https://github.com/stride3d/stride/issues/70
-- Improving asset pipeline <span class="badge text-bg-success">Done</span>
-  - Open collective project: https://opencollective.com/stride3d/projects/fbx-import-cpp-to-c-sharp
-  - Open collective project: https://opencollective.com/stride3d/projects/multiple-animations-per-model
-- Morph targets <span class="badge text-bg-info">On Hold</span>
-  - GitHub: https://github.com/stride3d/stride/issues/339
-  - Open collective project: https://opencollective.com/stride3d/projects/morph-targets
-- Decals https://opencollective.com/stride3d/projects/decals
-- Open XR support <span class="badge text-bg-info">On Hold</span>
-  - GitHub: https://github.com/stride3d/stride/discussions/1848
-  - Open collective project: https://opencollective.com/stride3d/projects/openxr-support
-- Embed into UI frameworks
-  - GitHub: https://github.com/stride3d/stride/pull/1315
-  - Open collective project: https://opencollective.com/stride3d/projects/embed-stride-ui-frameworks
-- Silk.NET integration
-  - GitHub: https://github.com/stride3d/stride/pull/
-  - Open collective project: https://opencollective.com/stride3d/projects/stride3d-silknet
-
-Other areas where contributors have been active 
-- Plugins: https://github.com/stride3d/stride/issues/1120
-- Improving Docs
-- Improving Website
+
+Contributions to Stride come in various forms. Some contributors focus on addressing [existing issues](https://github.com/stride3d/stride/issues) to improve stability and usability. Others explore new features or improvements they find valuable, intriguing, or hold expertise in.
+
+## Community Roadmap
+
+The community has highlighted a range of feature requests, some of which are quite extensive and of an epic nature, requiring a long-term commitment from developers to complete. These larger goals form a "Community Roadmap" of sorts, reflecting the volunteer-driven nature of Stride's development process.
+
+You can view the current list of feature requests, to-dos, and in-progress tasks on the [Community Roadmap](https://github.com/orgs/stride3d/projects/13).
+
+## Open Collective
+
+Because all contributions to Stride are voluntary, the pace of development largely depends on each contributor’s personal bandwidth and interests. To help prioritize or incentivize certain features, Stride maintains bounties through the [Open Collective](https://opencollective.com/stride3d/projects). These bounties encourage and reward contributors for tackling specific community requests.
+
+## Other Areas
+
+Contributors have also been active in the following areas:
+
+- [Plugins](https://github.com/stride3d/stride/issues/1120)
+- Improving Documentation
+- Enhancing the Website

+ 5 - 6
en/manual/engine/entity-component-system/managing-entities.md

@@ -21,11 +21,10 @@ This approach also solves many update order dependencies issues (just need to or
 
 
 Here is some examples of entity processors:
 Here is some examples of entity processors:
 
 
-- @'Stride.Engine.TransformationProcessor': Compute transformation matrices from hierarchy and local transformation stored in @'Stride.Engine.TransformationComponent'.
-  
-  As a result, @'Stride.Engine.EntityManager' can be used as a hierarchical scenegraph instead of a simple entity list.
-- @'Stride.Engine.MeshProcessor': Add @'Stride.Engine.ModelComponent.Model' to rendering.
-- @'Stride.Engine.LightProcessor': Collects and update lights, and transfer it to rendering system. It can hides implementation details (deferred or forward rendering, etc...)
+- @'Stride.Engine.Processors.TransformProcessor': Compute transformation matrices from hierarchy and local transformation stored in @'Stride.Engine.TransformComponent'.
+  - As a result, @'Stride.Engine.EntityManager' can be used as a hierarchical scenegraph instead of a simple entity list.
+- @'Stride.Engine.Processors.ModelTransformProcessor': Add @'Stride.Engine.ModelComponent.Model' to rendering.
+- @'Stride.Rendering.Lights.LightProcessor': Collects and update lights, and transfer it to rendering system. It can hides implementation details (deferred or forward rendering, etc...)
 
 
 ## Entity System
 ## Entity System
 
 
@@ -45,5 +44,5 @@ foreach (var entity in engine.EntityManager.Entities)
 
 
 @'Stride.Engine.EntityManager' can be used to enumerate its `Entities (ref:{Stride.Engine.Entity})`. Note that children of a given entities will also be in this list.
 @'Stride.Engine.EntityManager' can be used to enumerate its `Entities (ref:{Stride.Engine.Entity})`. Note that children of a given entities will also be in this list.
 
 
-To manipulate entities as a scenegraph, refer to @'Stride.Engine.TransformationComponent' class.
+To manipulate entities as a scenegraph, refer to @'Stride.Engine.TransformComponent' class.
 
 

+ 5 - 0
en/manual/get-started/install-stride.md

@@ -81,6 +81,9 @@ The **Stride Launcher** will download and install the latest version of Stride.
 
 
     While the installation is in progress, the release notes are displayed.
     While the installation is in progress, the release notes are displayed.
 
 
+    > [!Warning]
+    > If the .NET SDK has never been installed on your machine, the .NET SDK installation window might appear below the Stride installation window. Please check step 12 for details and be prepared to manually continue the .NET SDK installation.
+
 12. During the installation, you might be asked to install the .NET SDK if it's not already on your machine.
 12. During the installation, you might be asked to install the .NET SDK if it's not already on your machine.
 
 
     ![Installation of .NET SDK](media/install-dotnet-SDK.webp)
     ![Installation of .NET SDK](media/install-dotnet-SDK.webp)
@@ -99,6 +102,8 @@ The **Stride Launcher** will download and install the latest version of Stride.
 
 
 > [!Note]
 > [!Note]
 >  **Stride Launcher:** If you click **Start** and see an error message such as `Could not find a compatible version of MSBuild.` or `Path to dotnet executable is not set.`, close the Stride Launcher and restart it. This issue is caused by the Stride Launcher not detecting the .NET SDK installation. Restarting the Stride Launcher should resolve the issue. Alternatively, restart your computer.
 >  **Stride Launcher:** If you click **Start** and see an error message such as `Could not find a compatible version of MSBuild.` or `Path to dotnet executable is not set.`, close the Stride Launcher and restart it. This issue is caused by the Stride Launcher not detecting the .NET SDK installation. Restarting the Stride Launcher should resolve the issue. Alternatively, restart your computer.
+>
+> Example error: ![First launch error](media/stride-launcher-first-time-after-installation-error.webp)
  
  
 > [!Note]
 > [!Note]
 > If you don't install the prerequisites, Stride won't run. In this case, you can download and install the prerequisites separately. For instructions, see [Troubleshooting — Stride doesn't run](../troubleshooting/stride-doesnt-run.md).
 > If you don't install the prerequisites, Stride won't run. In this case, you can download and install the prerequisites separately. For instructions, see [Troubleshooting — Stride doesn't run](../troubleshooting/stride-doesnt-run.md).

+ 3 - 0
en/manual/get-started/media/stride-launcher-first-time-after-installation-error.webp

@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:d69fb886f884f40a2121a242d0bd94e4a7c31469074980e8f07fcea1ce9ff6d3
+size 82044

+ 15 - 11
en/manual/index.md

@@ -11,10 +11,20 @@ These pages contain information about how to use Stride, an open-source C# game
 
 
 ### Recent updates
 ### Recent updates
 
 
+#### Manual
+
+- <span class="badge text-bg-success">New</span> [Physics](physics/index.md) - Bepu Physics docs added
+- <span class="badge text-bg-info">Updated</span> [Bullet Physics](physics-bullet/index.md) - Bullet Physics docs moved
+
+#### Tutorials
+
+- <span class="badge text-bg-info">Updated</span> [Tutorials](../tutorials/index.md) - Added lesson counts and total length
+
 #### Contributors
 #### Contributors
 
 
-- <span class="badge text-bg-success">New</span> [Contributing - Core Team](../contributors/core-team.md) - The Stride core team
-- <span class="badge text-bg-info">Updated</span> [Contributing - Roadmap](../contributors/roadmap.md) - Status added 
+- <span class="badge text-bg-info">Updated</span> [Contributing - Roadmap](../contributors/roadmap.md) - GitHup Project - Roadmap link added
+
+### Previous updates
 
 
 #### Manual
 #### Manual
 - <span class="badge text-bg-info">Updated</span> [Scripts - Types of script](scripts/types-of-script.md) - Asynchronous script example improved
 - <span class="badge text-bg-info">Updated</span> [Scripts - Types of script](scripts/types-of-script.md) - Asynchronous script example improved
@@ -27,16 +37,10 @@ These pages contain information about how to use Stride, an open-source C# game
 - <span class="badge text-bg-info">Updated</span> [Engine - Entity Component model](engine/entity-component-system/index.md) - Content improvements
 - <span class="badge text-bg-info">Updated</span> [Engine - Entity Component model](engine/entity-component-system/index.md) - Content improvements
 - <span class="badge text-bg-info">Updated</span> [Stride for Unity® developers](stride-for-unity-developers/index.md) - Content improvements
 - <span class="badge text-bg-info">Updated</span> [Stride for Unity® developers](stride-for-unity-developers/index.md) - Content improvements
 
 
-### Previous updates
+#### Contributors
 
 
-- <span class="badge text-bg-success">New</span> [NuGet](nuget/index.md)
-- <span class="badge text-bg-success">New</span> [Video](video/index.md)
-- <span class="badge text-bg-success">New</span> [Cached files](files-and-folders/cached-files.md)
-- <span class="badge text-bg-success">New</span> [iOS](platforms/ios.md)
-- <span class="badge text-bg-success">New</span> [Compile shaders](graphics/effects-and-shaders/compile-shaders.md)
-- <span class="badge text-bg-info">Updated</span> [Skyboxes and backgrounds](graphics/textures/skyboxes-and-backgrounds.md)
-- <span class="badge text-bg-info">Updated</span> [Animate a camera with a model file](graphics/cameras/animate-a-camera-with-a-model-file.md)
-- <span class="badge text-bg-info">Updated</span> [Material slots](graphics/materials/material-slots.md)
+- <span class="badge text-bg-success">New</span> [Contributing - Core Team](../contributors/core-team.md) - The Stride core team
+- <span class="badge text-bg-info">Updated</span> [Contributing - Roadmap](../contributors/roadmap.md) - Status added 
 
 
 ## Improve this documentation
 ## Improve this documentation
 
 

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

@@ -3,11 +3,11 @@
 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-primary">Beginner</span>
 <span class="badge text-bg-success">Designer</span>
 <span class="badge text-bg-success">Designer</span>
 
 
-Collidables are the base entity components for physics objects. There are three types:
+Collidables are the base entity components for physics objects. There are three main types:
 
 
-* [Statics](static-colliders.md): Objects that don't move (terrain, ...)
-* [Bodies](rigid-bodies.md): Moving objects, affected by gravity and collisions or Kinematics
-* [Characters](characters.md): Colliders for basic characters (such as players, animals, npcs, ...)
+* [Statics](static-colliders.md): Objects that don't move (terrain, walls, floors, large rocks)
+* [Bodies](rigid-bodies.md): Moving objects, affected by gravity and collisions (cans, balls, boxes) or [Kinematics](kinematic-rigid-bodies.md) (moving platforms, doors)
+* [Characters](characters.md): Colliders for basic characters (player character, animals, NPCs)
 
 
 ![Static and rigidbody colliders](media/rigid-bodies-static-and-rigid-body-colliders.png)
 ![Static and rigidbody colliders](media/rigid-bodies-static-and-rigid-body-colliders.png)
 
 
@@ -41,7 +41,7 @@ This relationship is controlled through the [Simulation's Collision Matrix](simu
 
 
 This property is used to filter collisions inside a group of object, when two or more objects must share the same `Collision Layer`, but should not collide between each other.
 This property is used to filter collisions inside a group of object, when two or more objects must share the same `Collision Layer`, but should not collide between each other.
 
 
-It allows objects sharing the same `CollisionGroup.Id` to pass through each other when the absolute difference between their `IndexA`,`IndexB`, and `IndexC` is less than two.
+It allows objects sharing the same `CollisionGroup.Id` to pass through each other when the absolute difference between their `IndexA`, `IndexB`, and `IndexC` is less than two.
 
 
 Its utility is best shown through concrete examples.
 Its utility is best shown through concrete examples.
 
 

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

@@ -21,7 +21,7 @@ You can now add Bepu's own physics component, but before playing around with tha
 
 
 ## Configuring Physics
 ## Configuring Physics
 
 
-To manage Bepu's simulation configuration, in the `Asset View` pane, select your `GameSettings` asset which is at the root of your asset folder, look at the property grid, press on the `+` sign next to `Add configuration` and select `Bepu Configuration`
+To manage Bepu's simulation configuration, in the `Asset View` pane, select your `GameSettings` asset which is at the root of your asset folder, look at the property grid, press on the `+` sign next to `Add configuration` and select `Bepu Configuration`.
 
 
 ![Create settings](media/bepu-import-settings.png)
 ![Create settings](media/bepu-import-settings.png)
 
 

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

@@ -12,11 +12,11 @@ This section explains how physics components work, how to add them to your proje
 
 
 * [Configuration](configuration.md): Setting up Bepu
 * [Configuration](configuration.md): Setting up Bepu
 * [Simulation](simulation.md): Managing the simulations parameters
 * [Simulation](simulation.md): Managing the simulations parameters
-* [Collidables](colliders.md): The physics objects in your game world
-    * [Statics](static-colliders.md): Strong immovable objects like walls, floors, large rocks, and so on
-    * [Bodies](rigid-bodies.md): Objects that can be knocked around, cans, balls, boxes ...
-    * [Kinematic Bodies](kinematic-rigid-bodies.md): Entities which are moved programmatically, moving platforms, doors, ...
-    * [Characters](characters.md): Creatures which are moved programmatically, the player character, animals ...
+* [Collidables](colliders.md): Physics objects in your game world
+    * [Statics](static-colliders.md): Strong immovable objects such as terrain, walls, floors, or large rocks
+    * [Bodies](rigid-bodies.md): Movable objects that can be knocked around, like cans, balls, or boxes
+    * [Kinematic Bodies](kinematic-rigid-bodies.md): Entities moved programmatically, such as moving platforms or doors
+    * [Characters](characters.md): Creatures moved programmatically, such as the player character, animals, or NPCs (non-player characters)
 * [Collider Shapes](collider-shapes.md): Define the geometric shape of yours collidable components
 * [Collider Shapes](collider-shapes.md): Define the geometric shape of yours collidable components
 * [Triggers](triggers.md): Use triggers to detect passing objects
 * [Triggers](triggers.md): Use triggers to detect passing objects
 * [Constraints](constraints.md): Join physics objects together, constrain them around points
 * [Constraints](constraints.md): Join physics objects together, constrain them around points

+ 2 - 2
en/manual/physics/simulation.md

@@ -27,10 +27,10 @@ There are multiple ways to retrieve a reference to this `BepuSimulation` from in
 
 
 ## Performance Considerations
 ## Performance Considerations
 
 
-The following are relevant excerpts from [Bepu's documentation](https://github.com/bepu/bepuphysics2/blob/master/Documentation/PerformanceTips.md)
+The following are relevant excerpts from [Bepu's documentation](https://github.com/bepu/bepuphysics2/blob/master/Documentation/PerformanceTips.md).
 
 
 If physics causes your game to hang for a while when simulating for the first time, it may be related to just-in-time compilation. If it becomes a problem, consider running a small simulation that hits all the relevant codepaths (a bunch of objects colliding with constraints applied) behind a loading screen. Using an ahead-of-time compilation toolchain would also work.
 If physics causes your game to hang for a while when simulating for the first time, it may be related to just-in-time compilation. If it becomes a problem, consider running a small simulation that hits all the relevant codepaths (a bunch of objects colliding with constraints applied) behind a loading screen. Using an ahead-of-time compilation toolchain would also work.
 
 
 ## See also
 ## See also
-* [Colliders](colliders.md)
+* [Collidables](colliders.md)
 * [Collider shapes](collider-shapes.md)
 * [Collider shapes](collider-shapes.md)

+ 44 - 0
en/manual/scripts/example-snippets.md

@@ -0,0 +1,44 @@
+# [WIP] Example snippets
+
+## Basics
+
+### Scripts
+
+Read more about [Scripts](index.md).
+
+[Stride Life Cycle Flow Chart](https://docs.unity3d.com/uploads/Main/monobehaviour_flowchart.svg)
+
+```csharp
+public class BasicMethods : SyncScript
+{
+    public override void Start() { }
+    public override void Cancel() { }        
+    public override void Update() { }
+}
+
+public class BasicMethods : AsyncScript
+{
+    public override async Task Execute()
+    {
+        while (Game.IsRunning)
+        {
+            // Do stuff every new frame
+            await Script.NextFrame();
+        }
+    }
+
+    public override void Cancel() { }     
+}
+
+public class BasicMethods : StartupScript
+{
+    public override void Start() { }
+
+    public override void Cancel() { }     
+}
+
+```
+
+### Transform
+
+Read more about [Transform](index.md).

+ 4 - 4
en/manual/toc.yml

@@ -426,14 +426,14 @@ items:
         href: physics/configuration.md
         href: physics/configuration.md
       - name: Simulation
       - name: Simulation
         href: physics/simulation.md
         href: physics/simulation.md
-      - name: Colliders
+      - name: Collidables
         href: physics/colliders.md
         href: physics/colliders.md
         items:
         items:
-          - name: Static colliders
+          - name: Statics
             href: physics/static-colliders.md
             href: physics/static-colliders.md
-          - name: Rigidbodies
+          - name: Bodies
             href: physics/rigid-bodies.md
             href: physics/rigid-bodies.md
-          - name: Kinematic rigidbodies
+          - name: Kinematic Bodies
             href: physics/kinematic-rigid-bodies.md
             href: physics/kinematic-rigid-bodies.md
           - name: Characters
           - name: Characters
             href: physics/characters.md
             href: physics/characters.md

+ 4 - 0
en/tutorials/csharpbeginner/index.md

@@ -1,4 +1,8 @@
 # 🌱 C# Beginner
 # 🌱 C# Beginner
+
+<span class="badge text-bg-info">15 lessons</span>
+<span class="badge text-bg-warning">2.5 hours</span>
+
 These tutorials cover the beginner principles of using C# when working with the Stride game engine. Start here if you are new to Stride.
 These tutorials cover the beginner principles of using C# when working with the Stride game engine. Start here if you are new to Stride.
 
 
 Note: These tutorials do not serve as an introduction to C# itself. While having some coding experience is helpful, it is not mandatory to get started with these tutorials.
 Note: These tutorials do not serve as an introduction to C# itself. While having some coding experience is helpful, it is not mandatory to get started with these tutorials.

+ 4 - 0
en/tutorials/csharpintermediate/index.md

@@ -1,4 +1,8 @@
 # 📈 C# Intermediate
 # 📈 C# Intermediate
+
+<span class="badge text-bg-info">11 lessons</span>
+<span class="badge text-bg-warning">4 hours</span>
+
 These tutorials cover various intermediate principles of using C# when working with the Stride game engine.
 These tutorials cover various intermediate principles of using C# when working with the Stride game engine.
 
 
 It is recommended that you complete all the [C# Beginner tutorials](../csharpbeginner/index.md) before moving on to the intermediate tutorials.
 It is recommended that you complete all the [C# Beginner tutorials](../csharpbeginner/index.md) before moving on to the intermediate tutorials.

+ 4 - 1
en/tutorials/gamestudio/index.md

@@ -1,4 +1,7 @@
-# 🛠️ Game studio 
+# 🛠️ Game studio
+
+<span class="badge text-bg-info">12 lessons</span>
+<span class="badge text-bg-warning">1 hour</span>
 
 
 The Stride engine comes with an editor called **Game Studio**. The videos below cover the basics of the UI and how various concepts work inside the editor. 
 The Stride engine comes with an editor called **Game Studio**. The videos below cover the basics of the UI and how various concepts work inside the editor. 
 
 

+ 28 - 1
en/tutorials/index.md

@@ -22,6 +22,10 @@ New to Stride? Start with these tutorials to get familiar with the basics of the
             <img src="media/gamestudio.jpg" class="card-img-top" alt="Game studio tutorials">
             <img src="media/gamestudio.jpg" class="card-img-top" alt="Game studio tutorials">
             <div class="card-body">
             <div class="card-body">
                 <h5 class="card-title">🛠️ Game Studio</h5>
                 <h5 class="card-title">🛠️ Game Studio</h5>
+                <p>
+                    <span class="badge text-bg-info">12 lessons</span>
+                    <span class="badge text-bg-warning">1 hour</span>
+                </p>
                 <p class="card-text">The Stride engine comes with an editor called Game Studio, which is the central tool for game 🕹️ and application production in Stride.</p>
                 <p class="card-text">The Stride engine comes with an editor called Game Studio, which is the central tool for game 🕹️ and application production in Stride.</p>
                 <p class="card-text">Learn about Stride launcher, main interface, scene management, transforming entities, asset pipelines and more.</p>
                 <p class="card-text">Learn about Stride launcher, main interface, scene management, transforming entities, asset pipelines and more.</p>
             </div>
             </div>
@@ -33,6 +37,10 @@ New to Stride? Start with these tutorials to get familiar with the basics of the
             <img src="media/csharp-beginner.png" class="card-img-top" alt="C# beginner tutorials">
             <img src="media/csharp-beginner.png" class="card-img-top" alt="C# beginner tutorials">
             <div class="card-body">
             <div class="card-body">
                 <h5 class="card-title">🌱 C# Beginner</h5>
                 <h5 class="card-title">🌱 C# Beginner</h5>
+                <p>
+                    <span class="badge text-bg-info">15 lessons</span>
+                    <span class="badge text-bg-warning">2.5 hours</span>
+                </p>
                 <p class="card-text">These tutorials cover the beginner principles of using C# when working with the Stride game engine 🎮.</p>
                 <p class="card-text">These tutorials cover the beginner principles of using C# when working with the Stride game engine 🎮.</p>
                 <p class="card-text">Learn about entities, transform positions, editor properties, components, delta time, cloning, keyboard and mouse input and more.</p>
                 <p class="card-text">Learn about entities, transform positions, editor properties, components, delta time, cloning, keyboard and mouse input and more.</p>
             </div>
             </div>
@@ -44,11 +52,30 @@ New to Stride? Start with these tutorials to get familiar with the basics of the
             <img src="media/csharp-intermediate.png" class="card-img-top" alt="C# intermediate tutorials">
             <img src="media/csharp-intermediate.png" class="card-img-top" alt="C# intermediate tutorials">
             <div class="card-body">
             <div class="card-body">
                 <h5 class="card-title">📈 C# Intermediate</h5>
                 <h5 class="card-title">📈 C# Intermediate</h5>
+                <p>
+                    <span class="badge text-bg-info">11 lessons</span>
+                    <span class="badge text-bg-warning">4 hours</span>
+                </p>
                 <p class="card-text">These tutorials cover various intermediate principles of using C# when working with the Stride game engine 🎮.</p>
                 <p class="card-text">These tutorials cover various intermediate principles of using C# when working with the Stride game engine 🎮.</p>
                 <p class="card-text">Learn more about UI basics, collision triggers, ray-casting, async scripts, scenes, animations, audio, camera and navigation.</p>
                 <p class="card-text">Learn more about UI basics, collision triggers, ray-casting, async scripts, scenes, animations, audio, camera and navigation.</p>
-                <p><span class="badge text-bg-success">New</span></p>
+                <!--<p><span class="badge text-bg-success">New</span></p>-->
             </div>
             </div>
             <p class="px-3 mb-4">🚀 Jump to the <a class="stretched-link" href="csharpintermediate/index.md">C# intermediate tutorials</a></p>
             <p class="px-3 mb-4">🚀 Jump to the <a class="stretched-link" href="csharpintermediate/index.md">C# intermediate tutorials</a></p>
         </div>
         </div>
     </div>
     </div>
+    <div class="col-xxl-4 col-md-6">
+        <div class="card h-100">
+            <img src="media/quick-tutorials.webp" class="card-img-top" alt="Stride Quick Tutorials">
+            <div class="card-body">
+                <h5 class="card-title">⚡ Quick Tutorials</h5>
+                <p>
+                    <span class="badge text-bg-info">1 lesson</span>
+                    <span class="badge text-bg-warning">4 minutes</span>
+                </p>
+                <p class="card-text">These quick tutorials provide bite-sized lessons to help you get up to speed with the Stride game engine in no time.</p>
+                <p class="card-text">Learn about setting up your first project, basic scripting, simple animations, quick UI tips, and more.</p>
+            </div>
+            <p class="px-3 mb-4">🚀 Jump to the <a class="stretched-link" href="quick-tutorials/index.md">Quick tutorials</a></p>
+        </div>
+    </div>
 </div>
 </div>

+ 3 - 0
en/tutorials/media/quick-tutorials.webp

@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:4f50f3e07532445bb68322c77be90aa1453dfb727fd765271b96188ab96313b1
+size 3836

+ 26 - 0
en/tutorials/quick-tutorials/index.md

@@ -0,0 +1,26 @@
+# ⚡ Quick Tutorials
+
+<span class="badge text-bg-info">1 lesson</span>
+<span class="badge text-bg-warning">4 minutes</span>
+
+These tutorials provide bite-sized lessons to help you get up to speed with the Stride game engine in no time.
+
+## Stride Quick tutorials YouTube series
+
+> [!Video https://www.youtube.com/embed/videoseries?si=K_DN2NtJCukdKEiY&list=PLRZx2y7uC8mMUf0W02IzQl5UcaB--vfft]
+
+<!--
+## All tutorials
+<div class="row g-4 mb-4">
+    <div class="col-md-6">
+        <div class="card h-100">
+            <img src="media/introduction.webp" class="card-img-top" alt="Introduction">
+            <div class="card-body">
+                <h2 class="card-title h5">Introduction</h2>
+                <p class="card-text">A brief introduction to the C# intermediate tutorials for the Stride game engine.</p>
+            </div>
+            <p class="px-3 mb-4">📺 Watch the <a class="stretched-link" href="introduction.md">Introduction</a> tutorial</p>
+        </div>
+    </div>
+</div>
+-->

+ 8 - 3
en/tutorials/toc.yml

@@ -3,7 +3,7 @@ pdfFileName: stride-tutorials.pdf
 items:
 items:
 - name: 🎓 Tutorials
 - name: 🎓 Tutorials
   href: index.md
   href: index.md
-- name: 🛠️ Game studio
+- name: 🛠️ Game studio (1 hour)
   expanded: false
   expanded: false
   href: gamestudio/index.md
   href: gamestudio/index.md
   items:
   items:
@@ -31,7 +31,7 @@ items:
     href: gamestudio/11-physics-intro.md
     href: gamestudio/11-physics-intro.md
   - name: Static colliders
   - name: Static colliders
     href: gamestudio/12-static-colliders.md
     href: gamestudio/12-static-colliders.md
-- name: 🌱 C# Beginner
+- name: 🌱 C# Beginner (2.5 hours)
   expanded: false
   expanded: false
   href: csharpbeginner/index.md
   href: csharpbeginner/index.md
   items:
   items:
@@ -67,7 +67,7 @@ items:
     href: csharpbeginner/loading-content.md
     href: csharpbeginner/loading-content.md
   - name: Instantiating prefabs
   - name: Instantiating prefabs
     href: csharpbeginner/instantiating-prefabs.md
     href: csharpbeginner/instantiating-prefabs.md
-- name: 📈 C# Intermediate ⭐New
+- name: 📈 C# Intermediate (4 hours)
   href: csharpintermediate/index.md
   href: csharpintermediate/index.md
   items:
   items:
   - name: Introduction
   - name: Introduction
@@ -94,3 +94,8 @@ items:
     href: csharpintermediate/third-person-camera.md
     href: csharpintermediate/third-person-camera.md
   - name: Navigation
   - name: Navigation
     href: csharpintermediate/navigation.md
     href: csharpintermediate/navigation.md
+- name: ⚡ Quick Tutorials
+  href: quick-tutorials/index.md
+  items:
+  - name: Custom dropdown properties
+    href: https://www.youtube.com/watch?v=hjScw6Xp2gY