From 6a719a36dfb6723840a6337411ed65e4671186b6 Mon Sep 17 00:00:00 2001 From: FlareX <132795234+TONYflare123@users.noreply.github.com> Date: Mon, 4 May 2026 08:33:02 +0530 Subject: [PATCH 1/2] Spelling fixes and improvements to get-started pages Fixed multiple spellings and improved get-started page --- manual/get-started/get-flax.md | 2 +- manual/get-started/index.md | 6 +++--- manual/get-started/project-structure.md | 2 +- manual/get-started/requirements.md | 5 +++-- .../scripting/advanced/access-game-window.md | 2 +- manual/scripting/advanced/cert-store.md | 2 +- manual/scripting/advanced/code-on-load.md | 2 +- .../advanced/custom-editor-options.md | 2 +- manual/scripting/advanced/multithreading.md | 8 ++++---- manual/scripting/advanced/tags.md | 2 +- .../scripting/ai/behavior-trees/decorators.md | 12 ++++++------ .../scripting/ai/behavior-trees/knowledge.md | 2 +- manual/scripting/tutorials/custom-actor.md | 6 +++--- manual/scripting/tutorials/custom-asset.md | 2 +- manual/scripting/tutorials/custom-editor.md | 2 +- manual/scripting/tutorials/custom-window.md | 2 +- manual/scripting/tutorials/loading-screen.md | 10 +++++----- .../scripting/tutorials/spring-arm-camera.md | 18 +++++++++--------- .../tutorials/use-third-party-library.md | 2 +- 19 files changed, 45 insertions(+), 44 deletions(-) diff --git a/manual/get-started/get-flax.md b/manual/get-started/get-flax.md index 3666b83e..c070a647 100644 --- a/manual/get-started/get-flax.md +++ b/manual/get-started/get-flax.md @@ -19,7 +19,7 @@ The next step is to **log in** to the Flax Launcher. # Installing The Flax Engine -After loging in go to the **Engine** page. Here you can download and manage engine installations. You can have different versions of Flax installed on your computer. To download updates and additional packgages, go to the **Engine** page. +After logging in go to the **Engine** page. Here you can download and manage engine installations. You can have different versions of Flax installed on your computer. To download updates and additional packages, go to the **Engine** page. ![Open Launcher](media/launcher-engine.png) diff --git a/manual/get-started/index.md b/manual/get-started/index.md index 2e8cde0c..c1ad7b27 100644 --- a/manual/get-started/index.md +++ b/manual/get-started/index.md @@ -2,9 +2,9 @@ ![Flax Engine Logo](media/flax-title.jpg) -Welcome to the Official Flax Engine Manual! In this section you will find everything you need to start creating games with Flax from scratch. Let's get started! +Welcome to the Official Flax Engine Manual! Whether you are migrating from another Game Engine or writing your first line of code, this comprehensive guide is designed to take you from installation to your first functional scene. Let's get started! -## The first steps +## Your first steps in Flax
@@ -28,7 +28,7 @@ Welcome to the Official Flax Engine Manual! In this section you will find everyt
-## Migrate to Flax +## Migrating to Flax
diff --git a/manual/get-started/project-structure.md b/manual/get-started/project-structure.md index bee8473f..acf303d6 100644 --- a/manual/get-started/project-structure.md +++ b/manual/get-started/project-structure.md @@ -4,7 +4,7 @@ All Flax projects have a unified structure. This strict organization helps with development and provides better standardization across all Flax games. -The Flax Editor can load projects located in any location on your drive. It's only required to place a valid **.flaxproj** file that describes the project (name, metadata). The Flax Editor will generate all project folders if they are missing (Cache, Content, Logs and Source directories) as well as C# projects and solution files. +The Flax Editor can load projects located in any location on your drive. It is only required to place a valid **.flaxproj** file that describes the project (name, metadata). The Flax Editor will generate all project folders if they are missing (Cache, Content, Logs and Source directories) as well as C# projects and solution files. ## Example .flaxproj diff --git a/manual/get-started/requirements.md b/manual/get-started/requirements.md index 879d5854..8ef8f4d3 100644 --- a/manual/get-started/requirements.md +++ b/manual/get-started/requirements.md @@ -1,6 +1,6 @@ # Requirements -Flax Engine has specific hardware and software requirements for running the game or developing with the engine. +Flax Engine has specific hardware and software requirements for running the game or developing games with the engine. ### Hardware Requirements @@ -20,7 +20,7 @@ For developers using Flax Editor on Linux platforms the requirements are [here]( For developers using Flax Editor on Mac platforms the requirements are [here](mac.md). -## Software Requirements +## Windows Software Requirements Flax Engine requires **Visual C++ Redistributable for Visual Studio 2015** (or newer) to be installed on Windows in order to start. The launcher will check and begin installation if it is missing, however if your game is targeting the Windows platform you should include the redistributable installer with it. You can download it [here](https://www.microsoft.com/download/details.aspx?id=48145). @@ -37,5 +37,6 @@ You can download the free community edition [here](https://www.visualstudio.com/ Please ensure that you have the latest GPU drivers installed: - [NVIDIA drivers](https://www.nvidia.com/Download/index.aspx) - [AMD drivers](https://www.amd.com/support) +- [Intel drivers](https://www.intel.com/content/www/us/en/download-center/home.html) For information about supported platforms, see [Platforms](../platforms/index.md). diff --git a/manual/scripting/advanced/access-game-window.md b/manual/scripting/advanced/access-game-window.md index 53ccc7cd..6c2b264c 100644 --- a/manual/scripting/advanced/access-game-window.md +++ b/manual/scripting/advanced/access-game-window.md @@ -1,6 +1,6 @@ # Access Game Window -Flax automatically creates the main window for the game. Some platforms allow to customzie it (eg. desktop) while on other platforms access to it is fixed (eg. consoles). Hovewer Flax supports API for creating custom windows (multi-window setup) and you can also access the pre-created window from your scripts. +Flax automatically creates the main window for the game. Some platforms allow to customize it (eg. desktop) while on other platforms access to it is fixed (eg. consoles). However Flax supports API for creating custom windows (multi-window setup) and you can also access the pre-created window from your scripts. ## Change window title diff --git a/manual/scripting/advanced/cert-store.md b/manual/scripting/advanced/cert-store.md index 6819617a..ee3d4b3b 100644 --- a/manual/scripting/advanced/cert-store.md +++ b/manual/scripting/advanced/cert-store.md @@ -19,7 +19,7 @@ ServicePointManager.ServerCertificateValidationCallback += ### Cert Store plugin -The best solution is to use a collection of root certificates that are trusted widely across the Internet such as provided by Mozzila. The example plugin below implements caching trusted root certificates collection in `RawDataAsset`. At runtime, it loads the certificates from the data and adds them to the Root so the following SSL requests will be validated upon those certificates. +The best solution is to use a collection of root certificates that are trusted widely across the Internet such as provided by Mozilla. The example plugin below implements caching trusted root certificates collection in `RawDataAsset`. At runtime, it loads the certificates from the data and adds them to the Root so the following SSL requests will be validated upon those certificates. Note that the first plugin start will take a few seconds because it will cache the newest certificates collection to the asset (stored in `Content/CertStore.flax`). Subsequential initializations take usually between 200-500ms. You can strip the certificates list for your needs to improve the setup time if needed. diff --git a/manual/scripting/advanced/code-on-load.md b/manual/scripting/advanced/code-on-load.md index 14e308c7..cb3aae61 100644 --- a/manual/scripting/advanced/code-on-load.md +++ b/manual/scripting/advanced/code-on-load.md @@ -27,7 +27,7 @@ struct Initializer { Initializer() { - LOG(Info, "Helllo!"); + LOG(Info, "Hello!"); } }; diff --git a/manual/scripting/advanced/custom-editor-options.md b/manual/scripting/advanced/custom-editor-options.md index ecefcb9b..5874d486 100644 --- a/manual/scripting/advanced/custom-editor-options.md +++ b/manual/scripting/advanced/custom-editor-options.md @@ -13,7 +13,7 @@ The full source code of the implemented editor plugin with options: ```cs public class TestPlugin : EditorPlugin { - // The custom options key used to idenify them + // The custom options key used to identify them public const string SettingsName = "Test Plugin"; // Custom options object that defines the data layout diff --git a/manual/scripting/advanced/multithreading.md b/manual/scripting/advanced/multithreading.md index c7a61eae..63fcddb6 100644 --- a/manual/scripting/advanced/multithreading.md +++ b/manual/scripting/advanced/multithreading.md @@ -12,7 +12,7 @@ There is no *great rule* whether use main thread or custom jobs. In most cases, > [!TIP] > To profile asynchronous code use in-built [Profiler](../../editor/profiling/profiler.md) or [Tracy](../../editor/profiling/tracy.md) profiler. -## Synchronziation +## Synchronization One of the key elements of multi-threaded programming is synchronization. Work submissions and results fetching are important aspects of this area. Always try to implement your algorithms starting from designing the data that you want to process. For instance, if you generate voxel terrain, then you can generate geometry in async but the created model can be added to the scene only on the main thread, then you can use something like this: `Scripting.InvokeOnUpdate(() => model.Parent = mainScene)`. @@ -29,7 +29,7 @@ Thread-safe concurrent collections you can use in C# ## Job System -Flax contains own **Job System** which is used by the engine to pararellize systems like particles, animations, content, etc. It can be also used by the game to execute code in paraller. It makes easier to optimize large data sets processing using multi-core. Job System uses one thread per CPU. Example usage of the job system that will trigger two async job dispatches and wait for the second one to finish before continuing. +Flax contains own **Job System** which is used by the engine to parallelize systems like particles, animations, content, etc. It can be also used by the game to execute code in parallel. It makes easier to optimize large data sets processing using multi-core. Job System uses one thread per CPU. Example usage of the job system that will trigger two async job dispatches and wait for the second one to finish before continuing. ```cs using System; @@ -58,7 +58,7 @@ class JobSystemTest : Script ## Task Graph -For more advanced gameplay systems that need to use dependencies and aim to improve CPU performance (better scheduling without gaps) the **Task Graph** is preferred. It's used by the engine to parallarize animations, particles, streaming and other systems update and can be used by the gameplay code. For instance, you can create own Task Graph System for a game that will calculate AI paths or perform player visibility checks or anything your project needs. The advantage of using Task Graph is that your async jobs will overlap with other jobs including engine async task which gives significant performance boost over traditional single-threaded gameplay programming. +For more advanced gameplay systems that need to use dependencies and aim to improve CPU performance (better scheduling without gaps) the **Task Graph** is preferred. It's used by the engine to parallelize animations, particles, streaming and other systems update and can be used by the gameplay code. For instance, you can create own Task Graph System for a game that will calculate AI paths or perform player visibility checks or anything your project needs. The advantage of using Task Graph is that your async jobs will overlap with other jobs including engine async task which gives significant performance boost over traditional single-threaded gameplay programming. **TaskGraph** is a graph-based asynchronous tasks scheduler for high-performance computing and processing. It contains a list of systems to execute. You can create own graphs or use in-built ones to share CPU with engine systems. @@ -182,7 +182,7 @@ class AsyncTest : Script } ``` -Also, when using `async` tasks you can use the `Scripting.MainThreadScheduler` to invoke task on a main thread during game *Update*. This can be usefull when chacing the async tasks with main thread tasks. +Also, when using `async` tasks you can use the `Scripting.MainThreadScheduler` to invoke task on a main thread during game *Update*. This can be useful when checking the async tasks with main thread tasks. ## Thread diff --git a/manual/scripting/advanced/tags.md b/manual/scripting/advanced/tags.md index 3b6084c5..26153fd9 100644 --- a/manual/scripting/advanced/tags.md +++ b/manual/scripting/advanced/tags.md @@ -6,7 +6,7 @@ Scripting API contains the structure `Tag` which holds index of the tag in a glo ## Actor Tags -Every actor contains list of tags (`Actor.Tags`) and various utilities for quick checking for a tag (`Actor.HasTag`). Actors can be marked with specific tags to be used by different gameplay systems. For example, player rigidbody and collider can be marked with a tag `Player` to distinguish them when processing collision events or when calculating hit damage in a shooter game. +Every actor contains list of tags (`Actor.Tags`) and various utilities for quick checking for a tag (`Actor.HasTag`). Actors can be marked with specific tags to be used by different gameplay systems. For example, player rigidBody and collider can be marked with a tag `Player` to distinguish them when processing collision events or when calculating hit damage in a shooter game. ## Tag Editor diff --git a/manual/scripting/ai/behavior-trees/decorators.md b/manual/scripting/ai/behavior-trees/decorators.md index 7e509724..6b1a7613 100644 --- a/manual/scripting/ai/behavior-trees/decorators.md +++ b/manual/scripting/ai/behavior-trees/decorators.md @@ -49,9 +49,9 @@ Checks certain knowledge value to conditionally enter the node. | Property | Description | |--------|--------| -| **Value A** | The first value from behavior's knowledge (blackboard, goal or sensor) to use for comparision. | -| **Value B** | The second value to use for comparision (constant). | -| **Comparison** | Values comparision mode (equal, not equal, less, greater, etc.). | +| **Value A** | The first value from behavior's knowledge (blackboard, goal or sensor) to use for comparison. | +| **Value B** | The second value to use for comparison (constant). | +| **Comparison** | Values comparison mode (equal, not equal, less, greater, etc.). | ## Knowledge Values Conditional @@ -59,9 +59,9 @@ Checks certain knowledge value to conditionally enter the node. | Property | Description | |--------|--------| -| **Value A** | The first value from behavior's knowledge (blackboard, goal or sensor) to use for comparision. | -| **Value B** | The second value from behavior's knowledge (blackboard, goal or sensor) to use for comparisio. | -| **Comparison** | Values comparision mode (equal, not equal, less, greater, etc.). | +| **Value A** | The first value from behavior's knowledge (blackboard, goal or sensor) to use for comparison. | +| **Value B** | The second value from behavior's knowledge (blackboard, goal or sensor) to use for comparison. | +| **Comparison** | Values comparison mode (equal, not equal, less, greater, etc.). | ## Has Tag diff --git a/manual/scripting/ai/behavior-trees/knowledge.md b/manual/scripting/ai/behavior-trees/knowledge.md index 9f8f4ec2..ecf45097 100644 --- a/manual/scripting/ai/behavior-trees/knowledge.md +++ b/manual/scripting/ai/behavior-trees/knowledge.md @@ -15,7 +15,7 @@ Knowledge consists of: ## Blackboard -**Blackboard** is used to store information for Behavior Tree logic. For example, it can contain current movement speed of the agent provided by gameplay code to be used for pathfollowing. A typical workflow would be to create a blackboard object class or structure and fill it will fields or properties. Blackboard type can be **assigned on a Root node** (see picture above) of the Behavior Tree. +**Blackboard** is used to store information for Behavior Tree logic. For example, it can contain current movement speed of the agent provided by gameplay code to be used for path-following. A typical workflow would be to create a blackboard object class or structure and fill it will fields or properties. Blackboard type can be **assigned on a Root node** (see picture above) of the Behavior Tree. # [C#](#tab/code-csharp) ```cs diff --git a/manual/scripting/tutorials/custom-actor.md b/manual/scripting/tutorials/custom-actor.md index 8adf7d05..d6e758dd 100644 --- a/manual/scripting/tutorials/custom-actor.md +++ b/manual/scripting/tutorials/custom-actor.md @@ -2,7 +2,7 @@ ### 1. Create script -Actors are scene objects just like Scripts and can receive scene graph events such as *OnBeginPlay*, *OnEndPlay*, etc. (remember to always call base method for overriden actor events). In this example we simply use some dummy variables with logging to indicate that actor works. +Actors are scene objects just like Scripts and can receive scene graph events such as *OnBeginPlay*, *OnEndPlay*, etc. (remember to always call base method for overridden actor events). In this example we simply use some dummy variables with logging to indicate that actor works. # [C#](#tab/code-csharp) ```cs @@ -44,14 +44,14 @@ inline MyActor::MyActor(const SpawnParams& params) } ``` # [Visual Script](#tab/code-vs) -Create new Visual Script and use **Actor** as a base class. Then override method (eg. OnBeginPlay), right-click on overriden method node and select option **Add base method call** to ensure child actors and scripts will be initialized properly. To use Format method in compact form you can right-click on it and use **Convert to pure node**. +Create new Visual Script and use **Actor** as a base class. Then override method (eg. OnBeginPlay), right-click on overridden method node and select option **Add base method call** to ensure child actors and scripts will be initialized properly. To use Format method in compact form you can right-click on it and use **Convert to pure node**. ![Custom Actor Visual Script](media/custom-actor-vs.png) *** ### 2. Use actor -The next step is to drahg&drop actor from *Content* window into scene or scene tree. You can also use **Toolbox* window to search for actor type and spawn it from there. You can also create your actor from code in other scripts. +The next step is to drag&drop actor from *Content* window into scene or scene tree. You can also use **Toolbox* window to search for actor type and spawn it from there. You can also create your actor from code in other scripts. ### 3. Extend actor diff --git a/manual/scripting/tutorials/custom-asset.md b/manual/scripting/tutorials/custom-asset.md index ced2c4fd..330068c8 100644 --- a/manual/scripting/tutorials/custom-asset.md +++ b/manual/scripting/tutorials/custom-asset.md @@ -10,7 +10,7 @@ In this tutorial you will learn how to define a custom json asset type and use i ### 1. Define a data class -Implement a class that will define the asset data layout. In this example we store some supported screen resolutions and the default language. Then it will be saved to json and modified in editor. Later game can load asset and use its data. +Implement a class that will define the asset data layout. In this example we store some supported screen resolutions and the default language. Then it will be saved to json and modified in editor. Later, the game can load asset and use its data. # [C#](#tab/code-csharp) ```cs diff --git a/manual/scripting/tutorials/custom-editor.md b/manual/scripting/tutorials/custom-editor.md index 6154bbb6..22893db8 100644 --- a/manual/scripting/tutorials/custom-editor.md +++ b/manual/scripting/tutorials/custom-editor.md @@ -1,6 +1,6 @@ # HOWTO: Create a custom editor -In this tutorial you will learn how to create a simple custom editor for the script. To learn more about Cutom Editors pipeline see related documentation [page here](../custom-editors/index.md). +In this tutorial you will learn how to create a simple custom editor for the script. To learn more about Custom Editors pipeline see related documentation [page here](../custom-editors/index.md). ### 1. Prepare a sample script (or use one from your game) diff --git a/manual/scripting/tutorials/custom-window.md b/manual/scripting/tutorials/custom-window.md index f61c3492..7532860c 100644 --- a/manual/scripting/tutorials/custom-window.md +++ b/manual/scripting/tutorials/custom-window.md @@ -53,7 +53,7 @@ Navigate to `Source/` directory and create new `MyWindow` script. A ### 3. Implement editor window -Open a code editor and write the following code of the editor window. It should implement [CustomEditorWindow](https://docs.flaxengine.com/api/FlaxEditor.CustomEditorWindow.html) class. Note that it requries to override `public override void Initialize(LayoutElementsContainer layout)` function similar to custom editors. +Open a code editor and write the following code of the editor window. It should implement [CustomEditorWindow](https://docs.flaxengine.com/api/FlaxEditor.CustomEditorWindow.html) class. Note that it requires to override `public override void Initialize(LayoutElementsContainer layout)` function similar to custom editors. ```cs public class MyWindow : CustomEditorWindow diff --git a/manual/scripting/tutorials/loading-screen.md b/manual/scripting/tutorials/loading-screen.md index 650df09b..7783c3b4 100644 --- a/manual/scripting/tutorials/loading-screen.md +++ b/manual/scripting/tutorials/loading-screen.md @@ -1,6 +1,6 @@ # HOWTO: Create Loading Screen -When changing maps in a game it often requries few seconds to load all assets and stream the textures/models/audio qualtiy to a desire quality level. The common technique is to show a loading screen during this loading process. In this tutorial you will learn how to use Flax API to read the current assets and streaming stats and display loading screen based on it. +When changing maps in a game it often requires few seconds to load all assets and stream the textures/models/audio quality to a desire quality level. The common technique is to show a loading screen during this loading process. In this tutorial you will learn how to use Flax API to read the current assets and streaming stats and display loading screen based on it. ### 1. Create script for loading screen control @@ -94,7 +94,7 @@ public class LoadingScreen : Script ### 2. Create Loading Screen prefab with UI -Next step is to create a loading screen prefab with Ui that will be displayed on top of the game while it's being loaded. +Next step is to create a loading screen prefab with UI that will be displayed on top of the game while it's being loaded. Steps: * Add **UI Canvas** to a scene @@ -106,16 +106,16 @@ Steps: * Set Text to `Loading...` via Value field (can be localized later) * Adjust the font and other properties * Set **Background Color** to solid black -* Drag&drop the canvas actor into *Content* to **create prefeb out of it** +* Drag&drop the canvas actor into *Content* to **create prefab out of it** * Remove it from the scene (it will be spawned from code) -The result of those steps is a prefab with UI Canvas and UI Conrol that displays the loading screen image. Later you can futher customize it by adding loading progress bar or other loading indication throbber. It could be also customizable per-map to display different background image or some gameplay tooltips. +The result of those steps is a prefab with UI Canvas and UI Control that displays the loading screen image. Later you can futher customize it by adding loading progress bar or other loading indication throbber. It could be also customizable per-map to display different background image or some gameplay tooltips. ![Loading Screen Prefab](media/loading-screen-prefab.png) ### 3. Setup loading scene script -Now you can use created script and prefab to be added to a main maps (exluding streaming levels or sublevels). Simply select Scene actor and add this script to it. Then link the prefab to a script property. +Now you can use created script and prefab to be added to a main maps (excluding streaming levels or sublevels). Simply select Scene actor and add this script to it. Then link the prefab to a script property. ![Loading Screen Setup](media/loading-screen-actor-setup.png) diff --git a/manual/scripting/tutorials/spring-arm-camera.md b/manual/scripting/tutorials/spring-arm-camera.md index de35a93a..76d316b5 100644 --- a/manual/scripting/tutorials/spring-arm-camera.md +++ b/manual/scripting/tutorials/spring-arm-camera.md @@ -20,7 +20,7 @@ public class SpringArmCamera : Script /// /// Target camera actor. /// - public Camera CamerActor; + public Camera CameraActor; /// /// Initial spring arm radius to roam around. @@ -63,10 +63,10 @@ public class SpringArmCamera : Script // Auto-link actors if (!TargetActor) TargetActor = Actor; - if (!CamerActor) + if (!CameraActor) { - CamerActor = Scene.FindActor(); - if (CamerActor == null) + CameraActor = Scene.FindActor(); + if (CameraActor == null) Debug.LogError("Missing camera"); } } @@ -74,7 +74,7 @@ public class SpringArmCamera : Script /// public override void OnUpdate() { - if (!CamerActor || !TargetActor) + if (!CameraActor || !TargetActor) return; // Update input @@ -89,15 +89,15 @@ public class SpringArmCamera : Script Vector3 direction = Vector3.Transform(Vector3.Forward, rotation) * Distance; Vector3 newPosition = targetPosition + direction; direction = (newPosition - targetPosition).Normalized; - CamerActor.Position = targetPosition + direction * Distance; - CamerActor.LookAt(targetPosition, Vector3.Up); + CameraActor.Position = targetPosition + direction * Distance; + CameraActor.LookAt(targetPosition, Vector3.Up); // Snap Camera if it intercepts with an environment if (Physics.RayCast(targetPosition, direction, out RayCastHit hit, Distance, CollisionLayers)) { - var bias = CollisionDistanceBias + CamerActor.NearPlane; + var bias = CollisionDistanceBias + CameraActor.NearPlane; var distance = Mathf.Max(hit.Distance - bias, MinDistance); - CamerActor.Position = targetPosition + direction * distance; + CameraActor.Position = targetPosition + direction * distance; } } } diff --git a/manual/scripting/tutorials/use-third-party-library.md b/manual/scripting/tutorials/use-third-party-library.md index 82373d08..6a6e3891 100644 --- a/manual/scripting/tutorials/use-third-party-library.md +++ b/manual/scripting/tutorials/use-third-party-library.md @@ -113,7 +113,7 @@ public class Steam : Script } ``` -To learn more see the libary [website](https://github.com/rlabrecque/Steamworks.NET). +To learn more see the library [website](https://github.com/rlabrecque/Steamworks.NET). ## External module with scripting From 73317648e786ea96e5d043ce3410c09869c60e7e Mon Sep 17 00:00:00 2001 From: FlareX <132795234+TONYflare123@users.noreply.github.com> Date: Tue, 5 May 2026 18:17:01 +0530 Subject: [PATCH 2/2] Editor docs Fixed spellings and Grammatical errors. Fixed for custom-visject-surface.md: [JsonAssetProxy.html](https://discord.com/channels/437989205315158016/1500530738926456964/1500702557046313122) --- manual/editor/advanced/asset-references.md | 2 +- manual/editor/advanced/custom-engine.md | 2 +- manual/editor/advanced/custom-visject-surface.md | 2 +- manual/editor/advanced/style.md | 2 +- manual/editor/flax-build/index.md | 2 +- manual/editor/game-settings/build-settings.md | 2 +- manual/editor/game-settings/graphics-settings.md | 2 +- manual/editor/localization/index.md | 4 ++-- manual/editor/profiling/dot-trace.md | 2 +- manual/editor/profiling/profiler.md | 2 +- manual/editor/windows/scene-window.md | 2 +- 11 files changed, 12 insertions(+), 12 deletions(-) diff --git a/manual/editor/advanced/asset-references.md b/manual/editor/advanced/asset-references.md index 27cbbc1b..8a6b8277 100644 --- a/manual/editor/advanced/asset-references.md +++ b/manual/editor/advanced/asset-references.md @@ -12,7 +12,7 @@ In *Content* window, *right-click* on an asset and select **Select actors using ![Show Asset References Graph](media/show-asset-references-graph.png) -In *Content* window, *right-click* on an asset and select **Show asset references graph** option. It will open a window with a graph containing visual representation of assets that reference this asset and assets references by this asset. The graph deep level is constrained to 4 and it doesn't diplsay duplicates (ie. if asset A references B and C but B references C too, then C won't be displayed 2nd time). +In *Content* window, *right-click* on an asset and select **Show asset references graph** option. It will open a window with a graph containing visual representation of assets that reference this asset and assets references by this asset. The graph deep level is constrained to 4 and it doesn't display duplicates (ie. if asset A references B and C but B references C too, then C won't be displayed 2nd time). > [!NOTE] > Searching for asset references can be a slow process if project is large or is located on HDD drive so be patient (loading progress is displayed in percentage). diff --git a/manual/editor/advanced/custom-engine.md b/manual/editor/advanced/custom-engine.md index 1ac4a1bc..f92e0d7d 100644 --- a/manual/editor/advanced/custom-engine.md +++ b/manual/editor/advanced/custom-engine.md @@ -24,7 +24,7 @@ You can use *Flax.Build* for automated editor building with a custom engine for * `PackagePlatforms.bat`/`PackagePlatforms.sh` - runs build tool to compile and package platforms data (executable files and platform data/tools). You can use Flax.Build arguments to specify the build parameters such as `-platform=Windows -arch=x64`. * `PackageEditor.bat`/`PackageEditor.sh` - runs build tool to compile and package Editor (executable files and content). You can use Flax.Build arguments to specify the build parameters such as `-deployOutput=Output -arch=x64`. -* `GenerateProjectFiles.bat`/`GenerateProjectFiles.sh` - generates the script project files for the engine. You can run it with custom parameters to override some options such as: `-commpiler=v140 -vscode`. +* `GenerateProjectFiles.bat`/`GenerateProjectFiles.sh` - generates the script project files for the engine. You can run it with custom parameters to override some options such as: `-compiler=v140 -vscode`. ## Engine Registration diff --git a/manual/editor/advanced/custom-visject-surface.md b/manual/editor/advanced/custom-visject-surface.md index 0f76ad0d..427cf3ed 100644 --- a/manual/editor/advanced/custom-visject-surface.md +++ b/manual/editor/advanced/custom-visject-surface.md @@ -32,7 +32,7 @@ This asset type will be a [json asset](https://docs.flaxengine.com/api/FlaxEngin ## Asset Proxy -To create and open assets using the Flax Editor, an [asset proxy](https://docs.flaxengine.com/api/FlaxEditor.Content.AssetProxy.html) is required. Since it's an editor file, it needs to be in the editor assembly. To do so, create a new folder called `Editor`. In this folder, create a new asset proxy. +To create and open assets using the Flax Editor, an [asset proxy](https://docs.flaxengine.com/api/FlaxEditor.Content.JsonAssetProxy.html) is required. Since it's an editor file, it needs to be in the editor assembly. To do so, create a new folder called `Editor`. In this folder, create a new asset proxy. ```cs public class ExpressionGraphProxy : JsonAssetProxy diff --git a/manual/editor/advanced/style.md b/manual/editor/advanced/style.md index 98995e97..6be5ad52 100644 --- a/manual/editor/advanced/style.md +++ b/manual/editor/advanced/style.md @@ -4,7 +4,7 @@ Flax Editor supports editing the default UI style, colors and font via editor op ## Fonts -![Customzied Editor Fonts](media/editor-custom-font.png) +![Customized Editor Fonts](media/editor-custom-font.png) Open **Interface** tab and in the section **Fonts** you can adjust the font assets and font sizes used for Editor UI. You can also adjust the visuals for a particular parts of the editor (eg. Debug Log, Output Log). To see changes please restart editor. diff --git a/manual/editor/flax-build/index.md b/manual/editor/flax-build/index.md index 19d75813..31901453 100644 --- a/manual/editor/flax-build/index.md +++ b/manual/editor/flax-build/index.md @@ -34,7 +34,7 @@ Build scripts are using C# 12 with full .NET 8 support. Additionally Flax.Build * `CommandLine` attribute for command line parsing * `Log` utility with info/errors logging capabilities (to log file and to console output) * `Tokenizer` class for passing code as tokens -* `Utilities` class with many usefull tools (eg. `WriteFileIfChanged`, `ReplaceInFiles`, `Run`, `GetFileSize`..) +* `Utilities` class with many useful tools (eg. `WriteFileIfChanged`, `ReplaceInFiles`, `Run`, `GetFileSize`..) * `Sdk` searching and caching tools (used for ex. `PS4Sdk`, `GDK`, `VulkanSdk`) * `VCEnvironment` tool that can invoke *MSBuild* tool (works on Windows, Linux and Mac). diff --git a/manual/editor/game-settings/build-settings.md b/manual/editor/game-settings/build-settings.md index e2165a97..543e81a5 100644 --- a/manual/editor/game-settings/build-settings.md +++ b/manual/editor/game-settings/build-settings.md @@ -23,7 +23,7 @@ For editing and using presets see [Game Cooker window](../game-cooker/index.md) | **Shaders No Optimize** | Disables shader compiler optimizations in the cooked game. Can be used to debug shaders on a target platform or to speed up the shaders compilation time. | | **Shaders Generate Debug Data** | Enables shader debug data generation for shaders in cooked game (depends on the target platform rendering backend). | | **Skip Default Fonts** | If checked, skips bundling default engine fonts for UI. Use if to reduce build size if you don't use default engine fonts but custom ones only. | -| **Max Mesh Position Error** | The maximum acceptable mesh vertex position error (in world units) for data quantization. Use `0` to disable this feature. Affects meshes during import (or reimpport). | +| **Max Mesh Position Error** | The maximum acceptable mesh vertex position error (in world units) for data quantization. Use `0` to disable this feature. Affects meshes during import (or reimport). | ||| | **Skip .NET Runtime Packaging** | If checked, .NET Runtime won't be packaged with a game and will be required by user to be installed on system upon running game build. Available only on supported platforms such as Windows, Linux and macOS. | | **Skip Unused .NET Runtime Libs Packaging** | If checked, .NET Runtime packaging will skip unused libraries from packaging resulting in smaller game builds. | diff --git a/manual/editor/game-settings/graphics-settings.md b/manual/editor/game-settings/graphics-settings.md index 98058a7d..f11b6cae 100644 --- a/manual/editor/game-settings/graphics-settings.md +++ b/manual/editor/game-settings/graphics-settings.md @@ -36,4 +36,4 @@ You can change most of these values at runtime using the [GraphicsQuality](https ||| | **Fallback Fonts** | The list of fallback fonts used for text rendering. Ignored if empty. | ||| -| **Post Process Settings** | The default Post Process settings. Can be overriden by PostFxVolume on a level locally, per camera or for a whole map. | +| **Post Process Settings** | The default Post Process settings. Can be overridden by PostFxVolume on a level locally, per camera or for a whole map. | diff --git a/manual/editor/localization/index.md b/manual/editor/localization/index.md index f7f04ab0..20c74923 100644 --- a/manual/editor/localization/index.md +++ b/manual/editor/localization/index.md @@ -61,9 +61,9 @@ Flax supports **importing translated strings** from `.po` files into Localized S ![Localized String Editor](media/localized-string.png) -**Localized String** is scripting type for easy texts localziation. It contains two fields: `Id` and `Value`. *Id* is the localized string identifier, *Value* is custom overriden text value (if *Value* is set, the *Id* won't be used). +**Localized String** is scripting type for easy texts localization. It contains two fields: `Id` and `Value`. *Id* is the localized string identifier, *Value* is custom overridden text value (if *Value* is set, the *Id* won't be used). -In Editor *Id* textfield contains utility button that shows a localized string picker from the Localization Settings. If *Value* field is empty then it will display watermark of the current text from the localization. You can also manually set *Value*. By using `+` button on the right side of the *Value* textfield you can add the text to the localization settigns for all locales in project (the inserted value will be passed to default `en` locale, rest of the cultures will have empty, missing text translation). +In Editor *Id* textfield contains utility button that shows a localized string picker from the Localization Settings. If *Value* field is empty then it will display watermark of the current text from the localization. You can also manually set *Value*. By using `+` button on the right side of the *Value* textfield you can add the text to the localization settings for all locales in project (the inserted value will be passed to default `en` locale, rest of the cultures will have empty, missing text translation). `LocalizedString` is supported in both C++ and C# scripting API and can be used for texts localization instead of raw `String` type. It supports implicit conversion between in-built string type and can be serialized or deserialized. diff --git a/manual/editor/profiling/dot-trace.md b/manual/editor/profiling/dot-trace.md index 0a3ee8c8..5538e79b 100644 --- a/manual/editor/profiling/dot-trace.md +++ b/manual/editor/profiling/dot-trace.md @@ -20,4 +20,4 @@ Then pick game executable (as shown above) to **Path** field. When launching Fla ![dotTrace profiler for Flax](media/dot-trace-profiler-flax.png) -dotTrace profiler snapshots provide various informations about the Flax game performance. Those can be used to deeply analyze and monitor the runtime. To learn more about it please visit official documentation [here](https://www.jetbrains.com/profiler/documentation/documentation.html). +dotTrace profiler snapshots provide various information about the Flax game performance. Those can be used to deeply analyze and monitor the runtime. To learn more about it please visit official documentation [here](https://www.jetbrains.com/profiler/documentation/documentation.html). diff --git a/manual/editor/profiling/profiler.md b/manual/editor/profiling/profiler.md index 8a24a0b4..0f001303 100644 --- a/manual/editor/profiling/profiler.md +++ b/manual/editor/profiling/profiler.md @@ -69,7 +69,7 @@ PROFILE_GPU("MyFunction"); // or PROFILE_GPU_CPU to inject both CPU and GPU prof The memory profiling mode focused on breaking down system memory allocations. This includes separate stats for native memory allocation and managed C# allocations. Below the charts there is a table with memory usage broken down into certain engine categories such as: physics, graphics, level, audio, scripting, etc. -Table contains 4 collumns: +Table contains 4 columns: * name of the group, * memory usage, * peek of memory usage (since the start of the program), diff --git a/manual/editor/windows/scene-window.md b/manual/editor/windows/scene-window.md index b2bc53ea..3266c626 100644 --- a/manual/editor/windows/scene-window.md +++ b/manual/editor/windows/scene-window.md @@ -25,7 +25,7 @@ By typing in the search bar of the **Scene Window**, Actors can be filtered by n ### Additional Search Filters -Filters are not case sensitive and can be used together seperated by a `,`. +Filters are not case sensitive and can be used together separated by a `,`. | Filter | Action | |-------|-------|