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Project Explorer -> Assets Pane

Björn Ritzl 5 лет назад
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4f9361dfc2

+ 1 - 1
docs/en/manuals/facebook.md

@@ -54,7 +54,7 @@ You can easily add, remove and change platform settings in the app dashboard. Yo
 
 ![App dashboard settings](images/facebook/add_platform.png)
 
-Click the *Settings* tab. Notice the numerical *App ID*. That identifier needs to go into the [project settings](/manuals/project-settings) of your Defold game. Open the  *game.project* file from the *Project Explorer* and scroll to the *Facebook* section and add the *App ID* to the `Appid` field.
+Click the *Settings* tab. Notice the numerical *App ID*. That identifier needs to go into the [project settings](/manuals/project-settings) of your Defold game. Open the  *game.project* file from the *Assets pane* and scroll to the *Facebook* section and add the *App ID* to the `Appid` field.
 
 Now, back in the *Settings* tab on the Facebook app page, click *+ Add Platform* to add a new platform to the app. Each platform has a set of settings to fill in.
 

+ 1 - 1
docs/en/manuals/libraries.md

@@ -45,7 +45,7 @@ Now, select <kbd>Project ▸ Fetch Libraries</kbd> to update library dependencie
 
 ![Fetch Libraries](images/libraries/libraries_fetch_libraries.png)
 
-Now the folders that you shared appear in the Project Explorer and you can use everything you shared. Any synchronized changes done to the library project will be available in your project.
+Now the folders that you shared appear in the *Assets pane* and you can use everything you shared. Any synchronized changes done to the library project will be available in your project.
 
 ![Library setup done](images/libraries/libraries_done.png)
 

+ 4 - 4
docs/en/tutorials/car.md

@@ -17,7 +17,7 @@ Start by creating a [new project](/manuals/project-setup/) and opening it in the
 
 The editor consists of the following main areas:
 
-Project Explorer
+Assets pane
 : This is a view of all files in your project. Different file types have different icons. Double click on a file to open in in a designated editor for that file type. The special read-only folder *builtins* is common for all projects and include useful items like a default render script, a font, materials for rendering various components and other things.
 
 Main Editor View
@@ -51,7 +51,7 @@ First of all, let's clean the file *main.collection* of the one game object it c
 
 The first thing we're going to do is to create a new collection. A collection is a container of game objects that you have placed and put into position. Collections are most commonly used to build game levels but they are very useful whenever you need to reuse groups and/or hierarchies of game objects that belong together. It might be helpful to think about collections as a kind of prefab.
 
-Click on the *main* folder in the *Project Explorer*, then right-click and select <kbd>New ▸ Collection File</kbd>. You can also select <kbd>File ▸ New ▸ Collection File</kbd> from the main menu.
+Click on the *main* folder in the *Assets pane*, then right-click and select <kbd>New ▸ Collection File</kbd>. You can also select <kbd>File ▸ New ▸ Collection File</kbd> from the main menu.
 
 ![New Collection file](images/car/start_new_collection.png)
 
@@ -74,7 +74,7 @@ Note that you do not manipulate components directly---you can move, rotate, scal
 Select the "car" game object, right-click and select <kbd>Add Component</kbd>, then select *Sprite* and click *Ok*. If you mark the sprite in the *Outline* view you will see that it needs a few properties set:
 
 Image
-: This requires an image source for the sprite. Create an atlas image file by marking "main" in the *Project Explorer* view, right-clicking and selecting <kbd>New ▸ Atlas File</kbd>. Name the new atlas file *sprites.atlas* and double click it to open it in the atlas editor. Save the following two image files to your computer and drag them into *main* in the *Project Explorer* view. Now you can mark the Atlas root node in the atlas editor, right click and select <kbd>Add Images</kbd>. Add the car and the tire image to the atlas and save. Now you can select *sprites.atlas* as the image source for the sprite component in the "car" game object in the "car" collection.
+: This requires an image source for the sprite. Create an atlas image file by marking "main" in the *Assets pane* view, right-clicking and selecting <kbd>New ▸ Atlas File</kbd>. Name the new atlas file *sprites.atlas* and double click it to open it in the atlas editor. Save the following two image files to your computer and drag them into *main* in the *Assets pane* view. Now you can mark the Atlas root node in the atlas editor, right click and select <kbd>Add Images</kbd>. Add the car and the tire image to the atlas and save. Now you can select *sprites.atlas* as the image source for the sprite component in the "car" game object in the "car" collection.
 
 Images for our game:
 
@@ -100,7 +100,7 @@ Move the tire game objects into place by selecting them and then choosing <kbd>S
 
 The last piece of the puzzle is a _script_ to control the car. A script is a component that contains a program that defines game object behaviors. With scripts you can specify the rules of your game, how objects should respond to various interactions (with the player as well as other objects). All scripts are written in the Lua programming language. To be able to work with Defold, you or someone on your team needs to learn how to program in Lua.
 
-Mark "main" in the *Project Explorer*, right-click and select <kbd>New ▸ Script File</kbd>. Name the new file *car.script*, then add it to the "car" game object by marking "car" in the *Outline* view, right click and select <kbd>Add Component File</kbd>. Select *car.script* and click *OK*. Save the collection file.
+Mark "main" in the *Assets pane*, right-click and select <kbd>New ▸ Script File</kbd>. Name the new file *car.script*, then add it to the "car" game object by marking "car" in the *Outline* view, right click and select <kbd>Add Component File</kbd>. Select *car.script* and click *OK*. Save the collection file.
 
 Double click *car.script* and edit the script so it contains the following:
 

+ 19 - 19
docs/en/tutorials/runner.md

@@ -73,13 +73,13 @@ When the editor is installed and started it's time to create a new project and g
 
 The first time you start the editor, the editor starts blank, without any project open so choose <kbd>Open Project</kbd> from the menu and select your newly created project. You will also be prompted to create a "branch" for the project.
 
-Now, in the *Project Explorer* you will see all files that are part of the project. If you double-click the file "main/main.collection" the file will open up in the editor view in the center:
+Now, in the *Assets pane* you will see all files that are part of the project. If you double-click the file "main/main.collection" the file will open up in the editor view in the center:
 
 ![Editor overview](images/runner/1/editor_overview.png)
 
 The editor consists of the following main areas:
 
-Project Explorer
+Assets pane
 : This is a view of all files in your project. Different file types have different icons. Double click on a file to open in in a designated editor for that file type. The special read-only folder *builtins* is common for all projects and include useful items like a default render script, a font, materials for rendering various components and other things.
 
 Main Editor View
@@ -114,7 +114,7 @@ First of all, let's clean the *main.collection* file of the one game object it c
 That's it!
 
 ::: sidenote
-The Defold editor works on files. By double-clicking a file in the *Project Explorer* you open it in a suitable editor. You can then work with the contents of the file.
+The Defold editor works on files. By double-clicking a file in the *Assets pane* you open it in a suitable editor. You can then work with the contents of the file.
 
 When you are done editing a file you have to save it. Select <kbd>File ▸ Save</kbd> in the main menu. The editor gives a hint by adding an asterisk '\*' to the filename in the tab for any file that contain unsaved changes.
 
@@ -133,7 +133,7 @@ Let's take the first baby steps and create an arena for our character, or rather
 <a class="btn btn-primary btn-xs-block btn-icon" href="//storage.googleapis.com/defold-doc/assets/runner-assets.zip">Download asset package<span aria-hidden="true" class="icon icon-download"></span></a>
 
 1. Import the image assets into the project by dragging the files "ground01.png" and "ground02.png" image files (from the sub-folder "level-images" in the asset package) into a suitable location in the project, for instance the folder "images" inside the "main" folder.
-2. Create a new *Atlas* file to hold the ground textures (right-click a suitable folder, for instance the *main* folder, in the *Project Explorer* and select <kbd>New ▸ Atlas File</kbd>). Name the atlas file *level.atlas*.
+2. Create a new *Atlas* file to hold the ground textures (right-click a suitable folder, for instance the *main* folder, in the *Assets pane* and select <kbd>New ▸ Atlas File</kbd>). Name the atlas file *level.atlas*.
 
   ::: sidenote
   An *Atlas* is a file that combines a set of separate images into one larger image file. The reason for doing that is to save space and also to gain performance. You can read more about Atlases and other 2D graphics features in the [2D graphics documentation](/manuals/2dgraphics).
@@ -188,7 +188,7 @@ For the time being these description probably suffices. However, a much more com
 
 Now that we have all ground pieces in place, it is rather simple to get them moving. The idea is this: move the pieces right-to-left and when a piece reach the leftmost edge outside of the screen, move it to the rightmost position. To move all these game objects requires a Lua script so let's create one:
 
-1. Right-click the *main* folder in the *Project Explorer*  and select <kbd>New ▸ Script File</kbd>. Name the new file *ground.script*.
+1. Right-click the *main* folder in the *Assets pane*  and select <kbd>New ▸ Script File</kbd>. Name the new file *ground.script*.
 2. Double click the new file to bring up the Lua script editor.
 3. Delete the default content of the file and copy the following Lua code into it, then save the file.
 
@@ -252,10 +252,10 @@ A *Script*
 
 Start by importing the body part images, then add them to a new atlas that we call *hero.atlas*:
 
-1. Create a new folder by right-clicking in the *Project Explorer* and selecting <kbd>New ▸ Folder</kbd>. Make sure to not select a folder before clicking or the new folder will be created inside the marked one. Name the folder "hero".
+1. Create a new folder by right-clicking in the *Assets pane* and selecting <kbd>New ▸ Folder</kbd>. Make sure to not select a folder before clicking or the new folder will be created inside the marked one. Name the folder "hero".
 2. Create a new atlas file by right-clicking the *hero* folder and selecting <kbd>New ▸ Atlas File</kbd>. Name the file *hero.atlas*.
 3. Create a new subfolder *images* in the *hero* folder. Right-click the *hero* folder and select <kbd>New ▸ Folder</kbd>.
-4. Drag the bodypart images from the *hero-images* folder in the asset package to the *images* folder you just created in the *Project Explorer*.
+4. Drag the bodypart images from the *hero-images* folder in the asset package to the *images* folder you just created in the *Assets pane*.
 5. Open *hero.atlas*, right-click the root node in the *Outline* and select <kbd>Add Images</kbd>. Mark all body part images and click *OK*.
 6. Save the atlas file.
 
@@ -263,7 +263,7 @@ Start by importing the body part images, then add them to a new atlas that we ca
 
 We also need to import the Spine animation data and set up a *Spine Scene* for it:
 
-1. Drag the file *hero.json* (it is included in the asset package) to the *hero* folder in the *Project Explorer*.
+1. Drag the file *hero.json* (it is included in the asset package) to the *hero* folder in the *Assets pane*.
 2. Create a *Spine Scene* file. Right-click the *hero* folder and select <kbd>New ▸ Spine Scene File</kbd>. Name the file *hero.spinescene*.
 3. Double-click the new file to open and edit the *Spine Scene*.
 4. Set the *spine_json* property to the imported JSON file *hero.json*. Click the property, then click the file selector button *...* to open the resource browser.
@@ -308,7 +308,7 @@ It is important that we specify what the collision object should interact with:
 
 Finally, create a new *hero.script* file and add it to the game object.
 
-1. Right-click the *hero* folder in the *Project Explorer*  and select <kbd>New ▸ Script File</kbd>. Name the new file *hero.script*.
+1. Right-click the *hero* folder in the *Assets pane*  and select <kbd>New ▸ Script File</kbd>. Name the new file *hero.script*.
 2. Open the new file, then copy and paste the following code into the script file, then save it. (The code is pretty straightforward apart from the solver that separates the hero collision shape from what it collides with. That is done by the `handle_geometry_contact()` function.)
 
 ::: sidenote
@@ -435,21 +435,21 @@ The last thing we need for the hero to be functional is input. The script above
 
 Now that we have a hero character set up with collision and all, we need to also add collision to the ground so the frog has got something to collide with (or run on). We'll do that in a second, but first, we should do a little refactoring and put all level stuff in a separate collection and clean up the file structure a bit:
 
-1. Create a new *level.collection* file (right-click *main* in the *Project Explorer* and select <kbd>New ▸ Collection File</kbd>).
+1. Create a new *level.collection* file (right-click *main* in the *Assets pane* and select <kbd>New ▸ Collection File</kbd>).
 2. Open the new file, right-click the root in the *Outline* and select <kbd>Add Collection from File</kbd> and choose *ground.collection*.
 3. In *level.collection*, right-click the root in the *Outline* and select <kbd>Add Game Object File</kbd> and choose *hero.go*.
 4. Now, create a new folder called *level* in the project root (right-click the white space below *game.project* and select <kbd>New ▸ Folder</kbd>), then move the level assets you have created so far to it: the files *level.collection*, *level.atlas*, the "images" folder holding the images for the level atlas, and the files *ground.collection* and *ground.script*.
 5. Open *main.collection*, delete *ground.collection* and instead add *level.collection* (right-click and <kbd>Add Collection from File</kbd>) which now contains the *ground.collection*. Make sure that you place the collection at position 0, 0, 0.
 
 ::: sidenote
-As you might have noticed by now, the file hierarchy seen in the *Project Explorer* is decoupled from the content structure you build in your collections. Individual files are referenced from collection- and game object files, but their location is completely arbitrary.
+As you might have noticed by now, the file hierarchy seen in the *Assets pane* is decoupled from the content structure you build in your collections. Individual files are referenced from collection- and game object files, but their location is completely arbitrary.
 
 If you want to move a file to a new location Defold helps by automatically updating references to the file (refactoring). When making a complex piece of software, like a game, it is extremely helpful to be able to change the structure of the project as it grows and changes. Defold encourages that and makes the process smooth so don't be afraid to move your files around!
 :::
 
 We should also add a controller game object with a script component to the level collection:
 
-1. Create a new script file. Right-click the *level* folder in the *Project Explorer* and select <kbd>New ▸ Script File</kbd>. Name the file *controller.script*.
+1. Create a new script file. Right-click the *level* folder in the *Assets pane* and select <kbd>New ▸ Script File</kbd>. Name the file *controller.script*.
 2. Open the script file, copy the following code into it and save the file:
 
     ```lua
@@ -523,14 +523,14 @@ To make life in frog-world a little less dull, we should add platforms to jump o
 2. Open *level.atlas* and add the new image to the atlas (right-click the root in the *Outline* and select <kbd>Add Images</kbd>).
 3. Save the file.
 4. Create a new *Game Object* file called *platform.go* in the *level* folder. (Right-click *level*
- in the *Project Explorer* then select <kbd>New ▸ Game Object File</kbd>)
+ in the *Assets pane* then select <kbd>New ▸ Game Object File</kbd>)
 5. Add a *Sprite* component to the game object (right-click the root in the *Outline* view and select <kbd>Add Component</kbd> and then *Sprite*).
 6. Set the *Image* property to refer to the file *level.atlas* and set *Default Animation* to "rock_planks". For convenience, keep level objects in a subfolder "level/objects".
 7. Add a *Collision Object* component to the platform game object (right-click the root in the *Outline* view and select <kbd>Add Component</kbd>).
 8. Make sure to set the component's *Type* to "Kinematic" and the *Group* and *Mask* to "geometry" and "hero" respectively
 9. Add a *Box Shape* to the *Collision Object* component. (Right-click the component in the *Outline* and select <kbd>Add Shape</kbd>, then choose *Box*).
 10. Use the *Move Tool* and the *Scale Tool* (<kbd>Scene ▸ Move Tool</kbd> and <kbd>Scene ▸ Scale Tool</kbd>) to make the shape in the *Collision Object* component cover the platform.
-11. Create a *Script* file *platform.script* (Right-click in the *Project Explorer* then select <kbd>New ▸ Script File</kbd>) and put the following code in the file, then save it:
+11. Create a *Script* file *platform.script* (Right-click in the *Assets pane* then select <kbd>New ▸ Script File</kbd>) and put the following code in the file, then save it:
 
     ```lua
     -- platform.script
@@ -556,7 +556,7 @@ To make life in frog-world a little less dull, we should add platforms to jump o
     1. Just delete the platform when it has been moved off the right edge of the screen
 
 12. Open *platform.go* and add the new script as a component (right-click the root in the *Outline* view and select <kbd>Add Component From File</kbd> and select *platform.script*).
-13. Copy *platform.go* to a new file (right-click the file in the *Project Explorer* and select <kbd>Copy</kbd>, then right-click again and  select <kbd>Paste</kbd>) and call the new file *platform_long.go*.
+13. Copy *platform.go* to a new file (right-click the file in the *Assets pane* and select <kbd>Copy</kbd>, then right-click again and  select <kbd>Paste</kbd>) and call the new file *platform_long.go*.
 14. Open *platform_long.go* and add a second *Sprite* component (right-click the root in the *Outline* view and select <kbd>Add Component</kbd>). Alternatively you can copy the existing *Sprite*.
 15. Use the *Move Tool* (<kbd>Scene ▸ Move Tool</kbd>) to place the *Sprite* components side by side.
 16. Use the *Move Tool* and the *Scale Tool* to make the shape in the *Collision Object* component cover both platforms.
@@ -673,7 +673,7 @@ Lua has "lexical scope" for local variables and is sensitive about the order tha
 
 That's all that's needed to add jump and fall animations to the hero. If you run the game you will notice that it feels much better to play. You might also realize that the platforms unfortunately can push the hero off the screen. That is a side-effect of the collision handling but the remedy is easy--add violence and make the edges of the platforms dangerous!
 
-1. Drag *spikes.png* from the asset package to the "level/images" folder in the *Project Explorer*.
+1. Drag *spikes.png* from the asset package to the "level/images" folder in the *Assets pane*.
 2. Open *level.atlas* and add the image (right-click and select <kbd>Add Images</kbd>)
 3. Open *platform.go* and add a few *Sprite* components. Set the *Image* to *level.atlas* and the *Default Animation* to "spikes".
 4. Use the *Move Tool* and the *Rotate Tool* to place the spikes along the edges of the platform.
@@ -837,16 +837,16 @@ Next up - something to live for: coins!
 
 The idea is to put coins in the level for the player to collect. The first questions to ask is how to put them into the level. We can, for instance, develop a spawning scheme that is somehow in tune with the platform spawning algorithm. However, we chose a much easier approach in the end and just have the platforms themselves spawn coins:
 
-1. Drag the *coin.png* image from the asset package to "level/images" in the *Project Explorer*.
+1. Drag the *coin.png* image from the asset package to "level/images" in the *Assets pane*.
 2. Open *level.atlas* and add the image (right-click and select <kbd>Add Images</kbd>).
-3. Create a *Game Object* file named *coin.go* in the *level* folder (right-click *level* in the *Project Explorer* and select <kbd>New ▸ Game Object File</kbd>).
+3. Create a *Game Object* file named *coin.go* in the *level* folder (right-click *level* in the *Assets pane* and select <kbd>New ▸ Game Object File</kbd>).
 4. Open *coin.go* and add a *Sprite* component (right-click and select <kbd>Add Component</kbd> in the *Outline*). Set the *Image* to *level.atlas* and *Default Animation* to "coin".
 5. Add a *Collision Object* (right-click in the *Outline* and select <kbd>Add Component</kbd>)
 and add a *Sphere* shape that covers the image (right-click the component and select <kbd>Add Shape</kbd>).
 6. Use the *Move Tool* (<kbd>Scene ▸ Move Tool</kbd>) and the *Scale Tool* to make the sphere cover the coin image.
 7. Set the collision object *Type* to "Kinematic", its *Group* to "pickup" and its *Mask* to "hero".
 8. Open *hero.go* and add "pickup" to the *Collision Object* component's *Mask* property, then save the file.
-9. Create a new script file *coin.script* (right-click *level* in the *Project Explorer* and select <kbd>New ▸ Script File</kbd>). Replace the template code with the following:
+9. Create a new script file *coin.script* (right-click *level* in the *Assets pane* and select <kbd>New ▸ Script File</kbd>). Replace the template code with the following:
 
     ```lua
     -- coin.script

+ 3 - 3
docs/ko/manuals/2dgraphics.md

@@ -16,7 +16,7 @@ Defold에는 큰 이미지를 나타내는 두 가지 방식의 에셋이 있습
 타일 소스는 균일한 격자(grid)에 정렬된 서브-이미지들을 이미 포함하고 있는 이미지 파일을 참조합니다. 다른 툴에서는 타일셋(tile set)이나 스프라이트시트(sprite sheet)라는 용어를 사용합니다. 자세한 것은 http://en.wikipedia.org/wiki/Tileset#Tile_set 를 참고하세요.
 
 ## Importing Image Files
-Defold에서 에셋을 사용하려면 프로젝트 계층구조(project hierarchy)에 있어야 하므로, 그래픽에 쓰일 이미지 파일을 임포트 해야 합니다. 이미지 에셋을 임포트하기 위해서는 그냥 당신의 컴퓨터 파일 시스템에서 Defold 에디터의 프로젝트 익스플로러 창(Project Explorer)의 적당한 위치로 드래그-앤-드롭 하면 됩니다.
+Defold에서 에셋을 사용하려면 프로젝트 계층구조(project hierarchy)에 있어야 하므로, 그래픽에 쓰일 이미지 파일을 임포트 해야 합니다. 이미지 에셋을 임포트하기 위해서는 그냥 당신의 컴퓨터 파일 시스템에서 Defold 에디터의 프로젝트 익스플로러 창(Assets pane)의 적당한 위치로 드래그-앤-드롭 하면 됩니다.
 
 > 현재, Defold는 오직 PNG 이미지 포멧 만을 지원합니다.
 
@@ -28,7 +28,7 @@ Defold에서 에셋을 사용하려면 프로젝트 계층구조(project hierarc
 아틀라스를 사용하기 전에, 먼저 아틀라스에 이미지를 채우는 것이 필요합니다. 아틀라스에 이미지나 애니메이션을 추가하면, 스프라이트나 파티클FX 컴포넌트와 같이 오브젝트 컴포넌트에 그래픽 소스로 사용 할 수 있습니다. (아래의 Sprite 와 ParticleFX 가이드 참고)
 
 1. 위에서 설명한대로 이미지 파일들을 임포트 하기
-2. 프로젝트 익스플로러 창(Project Explorer)에서 마우스 오른쪽 버튼을 눌러 **New > Atlas File** 선택하기
+2. 프로젝트 익스플로러 창(Assets pane)에서 마우스 오른쪽 버튼을 눌러 **New > Atlas File** 선택하기
 3. 아웃라인 창(Outline)에서 마우스 오른쪽 버튼을 눌러 **Add Images** 선택하기
 
 이렇게 하면 아틀라스에 추가하길 원하는 이미지들을 검색하고 선택할 수 있는 대화상자가 열리게 됩니다. 이미지 파일을 필터링하거나 한 번에 여러 파일들을 선택할 수 있습니다.
@@ -51,7 +51,7 @@ Defold에서 에셋을 사용하려면 프로젝트 계층구조(project hierarc
 
 이미지 소스가 준비되면 아래 방법으로 타일 소스를 만들 수 있습니다:
 
-1. 이미지를 프로젝트 익스플로러 창(Project Explorer)으로 드래그하여 프로젝트에 임포트합니다.
+1. 이미지를 프로젝트 익스플로러 창(Assets pane)으로 드래그하여 프로젝트에 임포트합니다.
 2. 새 타일 소스(Tile Source) 파일을 생성합니다.
 3. 속성창의 **Image** 속성에서 검색[...] 버튼을 눌러 이미지를 선택합니다. 이제 이미지가 에디터에 표시됩니다.
 4. 타일의 높이(**Tile Height**)나, 넓이(**Tile Width**), 마진(**Tile Margin**), 간격(**Tile Spacing**)을 원본 이미지에 알맞게 조절합니다. 각 셀이 투명한 그리드에 정확하게 정렬되면 모든 것이 올바르게 설정된 것입니다.

+ 2 - 2
docs/ko/manuals/font.md

@@ -8,11 +8,11 @@ title: Defold manual
 폰트 파일은 TrueType, OpenType, BMFont 포멧을 사용할 수 있으며 Defold가 렌더링 할 수 있도록 그래픽형식의 포멧으로 자동으로 변환합니다. 비트맵(bitmap)과 디스턴스 필드(distance field) 두 가지의 렌더링 기술이 있으며 각각 장단점이 있습니다.
 
 ## Creating a font
-Defold에서 사용할 폰트를 만들려면, **File > New > Font File** 메뉴를 선택해서 새 폰트파일을 생성할 수 있습니다. (혹은 **Project Explorer**에서 마우스 오른쪽 버튼 눌러서 파일 생성)
+Defold에서 사용할 폰트를 만들려면, **File > New > Font File** 메뉴를 선택해서 새 폰트파일을 생성할 수 있습니다. (혹은 **Assets pane**에서 마우스 오른쪽 버튼 눌러서 파일 생성)
 
 ![Create font](images/font/fonts_create.png)
 
-또한 Defold 프로젝트로 폰트를 임포트 해야합니다. TrueType이나 OpenType (혹은 BMFont, 아래 참고)  파일을 **Project Explorer**의 원하는 위치에 드래그-앤-드롭 하면 됩니다.
+또한 Defold 프로젝트로 폰트를 임포트 해야합니다. TrueType이나 OpenType (혹은 BMFont, 아래 참고)  파일을 **Assets pane**의 원하는 위치에 드래그-앤-드롭 하면 됩니다.
 
 > 폰트의 그림자 렌더링은 현재 성능상의 이유때문에 기본적으로 비활성화 되어 있습니다. 필요한 경우엔 그림자를 렌더링하는 커스텀 쉐이더를 만들어 쓰면 됩니다(성능상 비용이 조금 들게됨). 앞으로 Defold는 사용된 기능을 기반으로 적당한 쉐이더를 선택할 수 있게 될 것입니다.
 

+ 1 - 1
docs/ko/manuals/label.md

@@ -13,7 +13,7 @@ title: Defold manual
 * 게임 오브젝트에 마우스 오른쪽 버튼을 누르고 **Add Component**를 선택한 후 **Label**을 선택하고 **OK**를 누릅니다. 그러면 해당 게임 오브젝트의 내장 컴포넌트로 라벨이 추가됩니다.
 ![Add label](images/label/add_label.png)
 
-* 만약 같은 템플릿으로 부터 다수의 라벨을 인스턴스화 하고 싶다면 새 **Label File**을 만들고 (**Project Explorer** 창의 한 폴더에서 오른쪽 클릭하고 **New ▸ Label File** 선택) 게임 오브젝트에 오른쪽 클릭해서 **Add Component From File**을 선택한 후 아까 만든 라벨 파일을 선택하는 방식으로 여러 번 쓸 수 있습니다.
+* 만약 같은 템플릿으로 부터 다수의 라벨을 인스턴스화 하고 싶다면 새 **Label File**을 만들고 (**Assets pane** 창의 한 폴더에서 오른쪽 클릭하고 **New ▸ Label File** 선택) 게임 오브젝트에 오른쪽 클릭해서 **Add Component From File**을 선택한 후 아까 만든 라벨 파일을 선택하는 방식으로 여러 번 쓸 수 있습니다.
 
 라벨 컴포넌트는 런타임 중에 혹은 개발 중에 변경 가능한 특별한 속성들을 가지고 있습니다.
 

+ 1 - 1
docs/ko/manuals/libraries.md

@@ -32,7 +32,7 @@ Defold 서버는 프로젝트가 공유되는 폴더를 포함하고 있다는
 
 ![Fetch Libraries](images/libraries/libraries_fetch_libraries.png)
 
-이제  Project Explorer에 공유된 폴더가 표시되고 공유된 모든것을 사용할 수 있습니다. 변경사항을 라이브러리 프로젝트에 동기화 하면 프로젝트에서 사용할 수 있게 됩니다.
+이제  Assets pane에 공유된 폴더가 표시되고 공유된 모든것을 사용할 수 있습니다. 변경사항을 라이브러리 프로젝트에 동기화 하면 프로젝트에서 사용할 수 있게 됩니다.
 
 ![Library setup done](images/libraries/libraries_done.png)
 

+ 2 - 2
docs/ko/manuals/material.md

@@ -17,8 +17,8 @@ Defold는 모바일 장치에서 렌더링 하기 위해 OpenGL ES 2.0을 사용
 ## Creating a material
 자, 단순한 평면(지향성 빛(directional light)이 없는)이지만 질감이 있는 메터리얼(textured material)을 만들어 봅시다.
 
-1. **Project Explorer** 창에서 대상 폴더를 선택합니다.
-2. **File > New…​ > Material File** 메뉴를 선택합니다. (**Project Explorer** 창에서 오른쪽 클릭 후 **New…​ > Material File**을 선택해도 됩니다.)
+1. **Assets pane** 창에서 대상 폴더를 선택합니다.
+2. **File > New…​ > Material File** 메뉴를 선택합니다. (**Assets pane** 창에서 오른쪽 클릭 후 **New…​ > Material File**을 선택해도 됩니다.)
 3. 새 메터리얼 파일의 이름을 지정합니다.
 4. 새 메터리얼을 **Material Editor**에서 엽니다.
 

+ 2 - 2
docs/ko/manuals/model.md

@@ -18,14 +18,14 @@ Defold는 3D 에셋이나 모델을 컬렉션에 포함해서 3D 컨텐츠를 
 
 > 폴리곤 메쉬(polygon mesh)에 대한 자세한 설명은 http://en.wikipedia.org/wiki/Polygon_mesh 를 참고 바랍니다. UV좌표(UV coordinates)와 UV매핑(UV mapping)에 대한 설명은 http://en.wikipedia.org/wiki/UV_mapping 를 참고 바랍니다.
 
-이제, 모델을 임포트 하기 위해,  **.dae** 파일과 텍스쳐 이미지를 **Project Explorer**의 원하는 위치로 간단히 드래그-앤-드롭 하면 됩니다.
+이제, 모델을 임포트 하기 위해,  **.dae** 파일과 텍스쳐 이미지를 **Assets pane**의 원하는 위치로 간단히 드래그-앤-드롭 하면 됩니다.
 
 ![Imported model assets](images/model/imported_assets.png)
 
 ## Creating a model component
 모델 컴포넌트는 다른 게임 오브젝트 컴포넌트와 마찬가지로 아래 두 가지 방법으로 생성할 수 있습니다:
 
-1. **Project Explorer**창에서 마우스 오른쪽 버튼을 누르고 **New > Model File** 선택해서 **Model file** 생성하기
+1. **Assets pane**창에서 마우스 오른쪽 버튼을 누르고 **New > Model File** 선택해서 **Model file** 생성하기
 2. **Outline**창에서 게임 오브젝트에 마우스 오른쪽 버튼 누르고 **Add Component** 선택하고 **Model**을 선택해서 게임 오브젝트에 직접 내장(embed)되는 컴포넌트 생성하기
 
 ![Model in game object](images/model/model.png)