Overhaul of Game Studio and new Scenes section - #545
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Preamble
I'm creating this draft PR, as properly describing all of the changes will be an effort of its own. It will probably take a few weeks or months before everything gets finished.
Description
A full overhaul of the
Game Studiosection, replacing all pages with new ones and moving old content to better places.Related issues
Game Studio#525Where is the old content?
Game Studio/Assetswas rewritten and moved to a new category outside ofGame Studioin New "Assets" section #501Game Studio/Sceneswas rewritten and moved to a new category outside ofGame StudionamedScenesGame Studio/Prefabswas moved to the newScenescategory (Scenes/Prefabs)Game Studio/Game Settingswas rewritten and moved toProject/Game SettingsGame Studio/World Unitswas rewritten and moved toScenes/Entities/Transform/World UnitsNew content
ThemespageGame Studio/Panelssection containing information related to all built-in panelsGame Studio/Dedicated editorssection containing information related to all built-in dedicated editorsGame Studio/SettingspageScenes/Sub-scenespageScenes/Structuring scenespage, also now containing information about scene foldersScenes/EntitiespageScenes/Entities/ComponentspageScenes/Entities/TransformpageMatricespageGlossaryRemoved content
Changes
Important
These are WIP screenshots. Do not use them for review, as most content will probably change.
Game Studio
The section was overhauled from the ground-up. Previously, most pages under it didn't make sense to be there and a lot of actual editor-related content was missing. I'm gonna go over the most notable changes one by one:
The
Layoutpage shows instructions on how to rearrange panels in Game Studio and how its layout generally works.The
Panelssection contains a page for every panel built-intoGame Studio. Most pages contain most of the features of all panels. The only outlier here isAsset errors, as I simply ran out of energy while testing. For now I don't think it's that big of an issue and we can always add actual content to it in the future.For
Dedicated editorsI kept most of the information fairly short, only focusing on showcasing all features that an editor has and pointing users to the appropriate sections for further reading. The only outlier here is theScene editor, as its the most complex editor and I'm guessing a lot of users will look for content about it in its page. A large chunk of theViewporttext is shared between that page andEdit a scene.Settingsis mostly inspired by a similar page from Flax's docs (link) providing additional descriptions for all options and making it a bit easier to find what you're looking for.Themesis meant to showcase all available themes, to make it a bit easier to see what you are picking without having to reload the entire editor. It's kept in its own folder so that if in the future user themes will become a thing, we will have a place for new pages related to creating, installing and sharing.Scenes
Pages available in the root mimic some of the content from the previous
Game Studio/Scenes, adding more information about sub-scenes, how to structure scenes, how to load scenes and general scene editing.Prefabsis mostly kept the same, mostly updating some of the screenshots and modifying text to be more consistent across other recently refreshed pages.Entitiesadds the very important, but previously missing information related to creating entities at runtime, adding them to a scene and removing them.Componentsalso adds the very important, but previously missing content related to managing components in code.Transformis another one of those pages with very important, but previously missing information. It describes how to work with transforms in code. Some of the information is... ridiculous (such as setting the world scale), but that's just how Stride works :P. Maybe I'll make a PR on the main repo to add some utilities to take care of this, but I'm still not sure how to do that without breaking previous API. Still, that's probably a conversation for another time.Types of rotationis meant to showcase the different ways of managing rotation of an object (quaternions vs euler angles).Matricesisn't a page about matrices in general, nor theMatrixclass, but just about how to use the local and world matrix in code. Matrices serve a big role in Stride, providing direction and world values, so I felt it was important enough to create a separate page just for them. Writing this was slightly out of my comfort zone. Let me know if I committed any mathematical or logical war-crimes.World unitsis exactly what you would think, except that now we also have rotation units.TODO