Bläddra i källkod

Merge branch 'lu-update' of github.com:defold/doc into lu-update

JCash 1 år sedan
förälder
incheckning
edb4f37d9a

+ 3 - 1
docs/en/manuals/extensions-build-variants.md

@@ -15,7 +15,9 @@ When you bundle a game, you need to choose what type of engine you wish to use.
 
 These different versions are also referred to as `Build variants`
 
-Note: When you choose `Build and run` you'll get the debug version.
+::: sidenote
+When you choose <kbd>Project ▸ Build</kbd> you'll get the debug version.
+:::
 
 ### Debug
 

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

@@ -181,7 +181,7 @@ DM_DECLARE_EXTENSION(MyExtension, LIB_NAME, AppInitializeMyExtension, AppFinaliz
 
 Note the macro `DM_DECLARE_EXTENSION` that is used to declare the various entry points into the extension code. The first argument `symbol` must match the name specified in *ext.manifest*. For this simple example, there is no need for any "update" or "on_event" entry points, so `0` is provided in those locations to the macro.
 
-Now it is just a matter of building the project (<kbd>Project ▸ Build and Launch</kbd>). This will upload the extension to the extension builder which will produce a custom engine with the new extension included. If the builder encounters any errors, a dialog with the build errors will show.
+Now it is just a matter of building the project (<kbd>Project ▸ Build</kbd>). This will upload the extension to the extension builder which will produce a custom engine with the new extension included. If the builder encounters any errors, a dialog with the build errors will show.
 
 To test the extension, create a game object and add a script component with some test code:
 

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

@@ -68,7 +68,7 @@ Make a note of the bundle identifier as you must use the same bundle identifier
 
    ![](images/ios/xcode_certificates.png)
 
-7. Build and launch the app on your device. The first time, Xcode will ask you to enable Developer mode and will prepare the device with debugger support. This may take a while.
+7. Build the app on your device. The first time, Xcode will ask you to enable Developer mode and will prepare the device with debugger support. This may take a while.
 8. When you have verified that the app works, find it on your disk. You can see the build location in the Build report in the "Report Navigator".
 
    ![](images/ios/app_location.png)

+ 5 - 0
docs/en/manuals/live-update-aws.md

@@ -1,3 +1,8 @@
+---
+title: Live update content uploads to AWS
+brief: This section will explain how to create a new user with limited access on Amazon Web Services that can be used together with the Defold editor to automatically upload Live update resources when you bundle your game.
+---
+
 # Setting up Amazon Web Service
 
 To use the Defold Live update feature together with Amazon services you need an Amazon Web Services account. If you don't already have an account you can create one here https://aws.amazon.com/.

+ 5 - 0
docs/en/manuals/live-update-scripting.md

@@ -1,3 +1,8 @@
+---
+title: Scripting Live Update content
+brief: To use the live update content, you need to download and mount the data to your game. Learn how to script with live update in this manual.
+---
+
 # Scripting Live Update
 
 The api only consists of a few functions:

+ 11 - 6
docs/en/manuals/live-update.md

@@ -31,7 +31,9 @@ To have the engine load such a collection dynamically, we can simply add a colle
 
 This is done by simply checking the *Exclude* checkbox in the collection proxy properties, telling the bundler to leave any content in *monalisa.collection* out when creating an application bundle.
 
-Note that any resources referenced by the base game package, will not be excluded.
+::: important
+Any resources referenced by the base game package, will not be excluded.
+:::
 
 ![Collection proxy excluded](images/live-update/proxy-excluded.png)
 
@@ -47,11 +49,13 @@ There are currently two ways that Defold can store the resources. Choose the met
 : This option tells Defold to create a Zip archive file with any excluded resources. The archive is saved at the location specified in the *Export path* setting.
 
 `Amazon`
-: This option tells Defold to automatically upload excluded resources to an Amazon Web Service (AWS) S3 bucket. Fill in your AWS *Credential profile* name, select the appropriate *Bucket* and provide a *Prefix* name.  You can read more on how to setup an AWS account in this [aws guide](./live-update-aws.md)
+: This option tells Defold to automatically upload excluded resources to an Amazon Web Service (AWS) S3 bucket. Fill in your AWS *Credential profile* name, select the appropriate *Bucket* and provide a *Prefix* name.  You can read more on how to setup an AWS account in this [aws guide](/manuals/live-update-aws.md)
 
 ## Bundling with Live update
 
-_NOTE:_ Currently, the editor `Build & Run` does not support Live Update. Thus this bundling step is required for testing.
+::: important
+Building and running from the editor (<kbd>Project ▸ Build</kbd>) does not support Live Update. In order to test Live Update you need to bundle the project.
+:::
 
 To bundle with Live update is easy. Select <kbd>Project ▸ Bundle ▸ ...</kbd> and then the platform you want to create an application bundle for. This opens the bundling dialog:
 
@@ -93,13 +97,14 @@ The engine doesn't keep a reference to any resource in a mount. Once a resource
 
 The mounts are automatically readded upon engine restart.
 
-_NOTE:_ Mounting an archive doesn't copy or move the archive. The engine only stores the path to the archive.
-Thus, the developer can remove the archive at any time, and the mount will also be removed at next startup.
+::: sidenote
+Mounting an archive doesn't copy or move the archive. The engine only stores the path to the archive. Thus, the developer can remove the archive at any time, and the mount will also be removed at next startup.
+:::
 
 ## Scripting with Live Update
 
 To actually use the liveupdate content, you need to download and mount the data to your game.
-Read more about about how to [script with liveupdate here](./live-update-scripting.md).
+Read more about about how to [script with liveupdate here](/manuals/live-update-scripting.md).
 
 ## Development caveats
 

+ 2 - 2
docs/en/tutorials/car.md

@@ -52,9 +52,9 @@ Console
 
 ## Running the game
 
-The "Empty" project template actually is completely empty. Nonetheless, select <kbd>Project ▸ Build and Launch</kbd> to build the project and launch the game.
+The "Empty" project template actually is completely empty. Nonetheless, select <kbd>Project ▸ Build</kbd> to build the project and launch the game.
 
-![Build and launch](images/car/start_build_and_launch.png)
+![Build](images/car/start_build_and_launch.png)
 
 A black screen is perhaps not very exciting, but it's a running Defold game application and we can easily modify it into something more interesting. So let's do that.
 

+ 5 - 5
docs/en/tutorials/runner.md

@@ -73,9 +73,9 @@ Console
 
 ## Running the game
 
-The "Empty" project template actually is completely empty. Nonetheless, select <kbd>Project ▸ Build and Launch</kbd> to build the project and launch the game.
+The "Empty" project template actually is completely empty. Nonetheless, select <kbd>Project ▸ Build</kbd> to build the project and launch the game.
 
-![Build and launch](images/runner/1/build_and_launch.png)
+![Build](images/runner/1/build_and_launch.png)
 
 A black screen is perhaps not very exciting, but it's a running Defold game application and we can easily modify it into something more interesting. So let's do that.
 
@@ -143,7 +143,7 @@ Let's take the first baby steps and create an arena for our character, or rather
 
 8. Save the file, then add *ground.collection* to the *main.collection* file: first double click the *main.collection* file, then right-click the root object in the *Outline* view and select <kbd>Add Collection From File</kbd>. In the dialog, select *ground.collection* and click *OK*. Make sure you place *ground.collection* in position 0, 0, 0 or it will be offset visually. Save it.
 
-9. Start up the game (<kbd>Project ▸ Build and Launch</kbd> to see that everything is in place.
+9. Start up the game (<kbd>Project ▸ Build</kbd> to see that everything is in place.
 
   ![Still ground](images/runner/1/still_ground.png)
 
@@ -488,7 +488,7 @@ At this point we should add physics collision for the ground:
 
 ![Ground collision](images/runner/2/ground_collision.png)
 
-Now you should be able to try running the game (<kbd>Project ▸ Build and Launch</kbd>). The hero character should run on the ground and it should be possible to jump with the  kbd:[Space] button. If you run the game on a mobile device, you can jump by tapping on the screen.
+Now you should be able to try running the game (<kbd>Project ▸ Build</kbd>). The hero character should run on the ground and it should be possible to jump with the  kbd:[Space] button. If you run the game on a mobile device, you can jump by tapping on the screen.
 
 To make life in our game world a little less dull, we should add platforms to jump on.
 
@@ -588,7 +588,7 @@ end
 1- Predefined values for the Y position to spawn platforms on.
 2- The `update()` function is called once every frame and we use that to decide whether to spawn a regular or long platform at certain intervals (to avoid overlaps) and heights. It's easy to experiment with various spawning algorithms to create different gameplay.
 
-Now run the game (<kbd>Project ▸ Build and Launch</kbd>).
+Now run the game (<kbd>Project ▸ Build</kbd>).
 
 Wow, this is starting to turn into something (almost) playable...
 

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

@@ -148,7 +148,7 @@ DM_DECLARE_EXTENSION(MyExtension, LIB_NAME, AppInitializeMyExtension, AppFinaliz
 
 DM_DECLARE_EXTENSION 매크로는 익스텐션 코드에 다양한 진입점(entry points)을 선언하는데 사용됩니다. 이 간단한 예제에서는, "update"나 "on_event" 진입점이 필요하지 않으므로 대신 0 값을 매크로 인자값으로 보냅니다.
 
-이제 프로젝트를 빌드(**Project ▸ Build and Launch**)할 차례입니다. 이것은 익스텐션을 익스텐션 빌더에 업로드해서 새 익스텐션이 포함된 커스텀 엔진을 생성합니다. 만약 빌더에 에러가 발생하면 빌드 에러가 있는 대화창을 표시합니다.
+이제 프로젝트를 빌드(**Project ▸ Build**)할 차례입니다. 이것은 익스텐션을 익스텐션 빌더에 업로드해서 새 익스텐션이 포함된 커스텀 엔진을 생성합니다. 만약 빌더에 에러가 발생하면 빌드 에러가 있는 대화창을 표시합니다.
 
 익스텐션을 테스트하려면, 게임 오브젝트를 생성해서 아래와 같은 테스트 코드가 있는 스크립트 컴포넌트를 추가해야 합니다.
 

+ 1 - 1
docs/ru/manuals/extensions-build-variants.md

@@ -15,7 +15,7 @@ brief: Это руководство описывает различные ва
 
 Эти различные версии также называются `вариантами сборки`.
 
-Примечание: Когда вы выберете `Build and run`, вы получите отладочную версию.
+Примечание: Когда вы выберете <kbd>Project ▸ Build</kbd>, вы получите отладочную версию.
 
 ### Debug
 

+ 1 - 1
docs/ru/manuals/extensions.md

@@ -179,7 +179,7 @@ DM_DECLARE_EXTENSION(MyExtension, LIB_NAME, AppInitializeMyExtension, AppFinaliz
 
 Обратите внимание на макрос `DM_DECLARE_EXTENSION`, который используется для объявления различных точек входа в код расширения. Первый аргумент `символ` должен соответствовать имени, указанному в *ext.manifest*. Для этого простого примера нет необходимости в точках входа "update" или "on_event", поэтому в этих местах макросу присваивается `0`.
 
-Теперь осталось только создать проект (<kbd>Project ▸ Build and Launch</kbd>). Это загрузит расширение в конструктор расширений, который запустит движок с включенным в него новым расширением. Если сборщик столкнется с какими-либо ошибками, появится диалог с ошибками сборки.
+Теперь осталось только создать проект (<kbd>Project ▸ Build</kbd>). Это загрузит расширение в конструктор расширений, который запустит движок с включенным в него новым расширением. Если сборщик столкнется с какими-либо ошибками, появится диалог с ошибками сборки.
 
 Чтобы протестировать расширение, создайте игровой объект и добавьте компонент скрипта с некоторым тестовым кодом:
 

+ 1 - 1
docs/zh/manuals/extensions-build-variants.md

@@ -15,7 +15,7 @@ brief: 本教程介绍了 Defold 能创建的各种 Build variants 以及它们
 
 不同类型即是 `Build variants`
 
-注意: 使用 `Build and run` 时使用的是 debug 版引擎.
+注意: 使用 <kbd>Project ▸ Build</kbd> 时使用的是 debug 版引擎.
 
 ### Debug
 

+ 1 - 1
docs/zh/manuals/extensions.md

@@ -181,7 +181,7 @@ DM_DECLARE_EXTENSION(MyExtension, LIB_NAME, AppInitializeMyExtension, AppFinaliz
 
 注意 `DM_DECLARE_EXTENSION` 宏用来声明扩展程序执行入口. 第一个参数 `symbol` 要与 *ext.manifest* 上的扩展名一致. 本例中没有用到 "update" 或 "on_event" 执行入口, 所以用 `0` 填充了宏的相应参数.
 
-现在就差编译运行了 (<kbd>Project ▸ Build and Launch</kbd>). 带原生扩展的项目会被上传到云编译服务器编译. 如果编译出错, 将会弹出一个包含错误信息的窗口.
+现在就差编译运行了 (<kbd>Project ▸ Build</kbd>). 带原生扩展的项目会被上传到云编译服务器编译. 如果编译出错, 将会弹出一个包含错误信息的窗口.
 
 测试扩展运行, 新建一个游戏对象和一个脚本组件, 再写一些测试代码: