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Added notes on component settings in game project

Björn Ritzl %!s(int64=5) %!d(string=hai) anos
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+ 1 - 1
docs/en/manuals/factory.md

@@ -213,4 +213,4 @@ So if you set *max_instances* to 1024 and have 24 manually placed game objects i
 
 ## Pooling of game objects
 
-It may seem like a good idea to save spawned game objects in a pool and reuse them. However, the engine is already doing object pooling under the hood so additional overhead will only slow things down. So delete game objects and spawn new ones, that is both faster and cleaner.
+It may seem like a good idea to save spawned game objects in a pool and reuse them. However, the engine is already doing object pooling under the hood so additional overhead will only slow things down. It is both faster and cleaner to delete game objects and spawn new ones.

+ 4 - 0
docs/en/manuals/label.md

@@ -125,3 +125,7 @@ function init(self)
     go.set("#my_label", "scale.x", scale_x * 2)
 end
 ```
+
+## Project configuration
+
+The *game.project* file has a few [project settings](/manuals/project-settings#label) related to labels.

+ 5 - 0
docs/en/manuals/particlefx.md

@@ -237,3 +237,8 @@ The default particle effect material has the following constants that can be cha
 
 `tint`
 : The color tint of the particle effect (`vector4`). The vector4 is used to represent the tint with x, y, z, and w corresponding to the red, green, blue and alpha tint. Refer to the [API reference for an example](/ref/particlefx/#particlefx.set_constant:url-constant-value).
+
+
+## Project configuration
+
+The *game.project* file has a few [project settings](/manuals/project-settings#particle-fx) related to particles.

+ 4 - 0
docs/en/manuals/sound.md

@@ -182,3 +182,7 @@ msg.post("/sound_gate#script", "play_gated_sound", { soundcomponent = "/sounds#e
 ::: important
 It does not work to have the gate listen to `play_sound` messages since that name is reserved by the Defold engine. You will get unexpected behavior if you use reserved message names.
 :::
+
+## Project configuration
+
+The *game.project* file has a few [project settings](/manuals/project-settings#sound) related to sound components.

+ 4 - 0
docs/en/manuals/spinemodel.md

@@ -88,3 +88,7 @@ The default spine material has the following constants that can be changed using
 
 `tint`
 : The color tint of the spine model (`vector4`). The vector4 is used to represent the tint with x, y, z, and w corresponding to the red, green, blue and alpha tint. Refer to the [API reference for an example](/ref/spine/#spine.set_constant:url-constant-value).
+
+## Project configuration
+
+The *game.project* file has a few [project settings](/manuals/project-settings#spine) related to spine models.

+ 4 - 0
docs/en/manuals/sprite.md

@@ -63,3 +63,7 @@ The default sprite material has the following constants that can be changed usin
 
 `tint`
 : The color tint of the sprite (`vector4`). The vector4 is used to represent the tint with x, y, z, and w corresponding to the red, green, blue and alpha tint. Refer to the [API reference for an example](/ref/sprite/#sprite.set_constant:url-constant-value).
+
+## Project configuration
+
+The *game.project* file has a few [project settings](/manuals/project-settings#sprite) related to sprites.

+ 4 - 0
docs/en/manuals/tilemap.md

@@ -95,3 +95,7 @@ The default tile map material has the following constants that can be changed us
 
 `tint`
 : The color tint of the tile map (`vector4`). The vector4 is used to represent the tint with x, y, z, and w corresponding to the red, green, blue and alpha tint. Refer to the [API reference for an example](/ref/tilemap/#tilemap.set_constant:url-constant-value).
+
+## Project configuration
+
+The *game.project* file has a few [project settings](/manuals/project-settings#tilemap) related to tilemaps.