Jelajahi Sumber

Comp counter (#327)

* fix references

* add a line about Dynamic Prototype
Alexey Gulev 2 tahun lalu
induk
melakukan
2506d44ba9
2 mengubah file dengan 22 tambahan dan 21 penghapusan
  1. 12 11
      docs/en/manuals/project-settings.md
  2. 10 10
      docs/zh/manuals/project-settings.md

+ 12 - 11
docs/en/manuals/project-settings.md

@@ -300,7 +300,7 @@ If checked, the sound system will use threads for sound playback to reduce risk
 ### Sprite
 
 #### Max Count
-Max number of sprites per collection, `128` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of sprites per collection, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Subpixels
 Check to allow sprites to appear unaligned with respect to pixels, checked by default.
@@ -310,7 +310,7 @@ Check to allow sprites to appear unaligned with respect to pixels, checked by de
 ### Tilemap
 
 #### Max Count
-Max number of tile maps per collection, `16` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of tile maps per collection, `16` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Max Tile Count
 Max number of concurrent visible tiles per collection, `2048` by default.
@@ -320,28 +320,28 @@ Max number of concurrent visible tiles per collection, `2048` by default.
 ### Spine
 
 #### Max Count
-Max number of spine model components, `128` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of spine model components, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### Mesh
 
 #### Max Count
-Max number of mesh components per collection, `128` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of mesh components per collection, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### Model
 
 #### Max Count
-Max number of model components per collection, `128` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of model components per collection, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### GUI
 
 #### Max Count
-Max number of GUI components, `64` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of GUI components, `64` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Max Particlefx Count
 The max number of concurrent emitters, `64` by default.
@@ -354,7 +354,7 @@ The max number of concurrent particles, `1024` by default.
 ### Label
 
 #### Max Count
-Max number of labels, `64` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of labels, `64` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Subpixels
 Check to allow labels to appear unaligned with respect to pixels, checked by default.
@@ -364,7 +364,7 @@ Check to allow labels to appear unaligned with respect to pixels, checked by def
 ### Particle FX
 
 #### Max Count
-The max number of concurrent emitters, `64` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+The max number of concurrent emitters, `64` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Max Particle Count
 The max number of concurrent particles, `1024` by default.
@@ -374,21 +374,21 @@ The max number of concurrent particles, `1024` by default.
 ### Collection proxy
 
 #### Max Count
-Max number of collection proxies, `8` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of collection proxies, `8` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### Collection factory
 
 #### Max Count
-Max number of collection factories, `128` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of collection factories, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### Factory
 
 #### Max Count
-Max number of game object factories, `128` by default. [(See information about component max count optimizations)](#component_max_count_optimizations).
+Max number of game object factories, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
@@ -613,6 +613,7 @@ To further optimize memory usage the Defold build process will analyse the conte
 
 * If a collection doesn't contain any factory components the exact amount of each component will be allocated and the max count values will be ignored.
 * If a collection contains a factory component the spawned objects will be analysed and the max count will be used for components that can be spawned from the factories.
+* If a collection contains a factory or a collection factory with activated "Dynamic Prototype" option, this collection will use the max counters.
 
 
 ## Custom project settings

+ 10 - 10
docs/zh/manuals/project-settings.md

@@ -300,7 +300,7 @@ HTTP超时秒数. 设置为 `0` 则关闭超时, 默认关闭.
 ### Sprite
 
 #### Max Count
-每个集合最大sprite数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
+每个集合最大sprite数目, 默认是 `128`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 #### Subpixels
 开启后允许sprite不与像素对齐, 默认开启.
@@ -310,7 +310,7 @@ HTTP超时秒数. 设置为 `0` 则关闭超时, 默认关闭.
 ### Tilemap
 
 #### Max Count
-每个集合的瓷砖地图最大数目, 默认是 `16`. [(参见最大组件数优化)](#component_max_count_optimizations).
+每个集合的瓷砖地图最大数目, 默认是 `16`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 #### Max Tile Count
 每个集合可同时显示的瓷砖最大数目, 默认是 `2048`.
@@ -327,21 +327,21 @@ spine 模型最大数目, 默认是 `128`.
 ### Mesh
 
 #### Max Count
-每个集合最大容纳3D模型面数, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
+每个集合最大容纳3D模型面数, 默认是 `128`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 ---
 
 ### Model
 
 #### Max Count
-每个集合最大容纳3D模型组件个数, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
+每个集合最大容纳3D模型组件个数, 默认是 `128`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 ---
 
 ### GUI
 
 #### Max Count
-GUI 组件最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimizations).
+GUI 组件最大数目, 默认是 `64`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 #### Max Particlefx Count
 同一时间粒子发射器最大数目, 默认是 `64`.
@@ -354,7 +354,7 @@ GUI 组件最大数目, 默认是 `64`. [(参见最大组件数优化)](#compone
 ### Label
 
 #### Max Count
-label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimizations).
+label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 #### Subpixels
 开启后允许 lables 不与像素对齐, 默认开启.
@@ -364,7 +364,7 @@ label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_m
 ### Particle FX
 
 #### Max Count
-同一时间粒子发射器最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_max_count_optimizations).
+同一时间粒子发射器最大数目, 默认是 `64`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 #### Max Particle Count
 同一时间粒子最大数目, 默认是 `1024`.
@@ -374,21 +374,21 @@ label 最大数目, 默认是 `64`. [(参见最大组件数优化)](#component_m
 ### Collection proxy
 
 #### Max Count
-集合代理最大数目, 默认是 `8`. [(参见最大组件数优化)](#component_max_count_optimizations).
+集合代理最大数目, 默认是 `8`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 ---
 
 ### Collection factory
 
 #### Max Count
-集合工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
+集合工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 ---
 
 ### Factory
 
 #### Max Count
-游戏对象工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component_max_count_optimizations).
+游戏对象工厂最大数目, 默认是 `128`. [(参见最大组件数优化)](#component-max-count-optimizations).
 
 ---