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Merge pull request #383 from stride3d/master
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Deploy latest documentation updates to staging
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VaclavElias authored Jan 30, 2025
2 parents 36a1a10 + 8eeaccb commit e1b278e
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4 changes: 2 additions & 2 deletions en/manual/nuget/create-packages.md
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Expand Up @@ -10,8 +10,8 @@ First of all, after saving all your changes, open your project with Visual Studi
![Open project in Visual Studio](../game-studio/media/open-project-in-visual-studio.png)

A few things to look out for:
* Delete unecessary assets (i.e. GameSettings, etc...)
* Delete unecessary `PackageReference`
* Delete unnecessary assets (i.e. GameSettings, etc...)
* Delete unnecessary `PackageReference`

## Optional: Setup Package properties

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249 changes: 249 additions & 0 deletions en/manual/scripts/best-practice.md

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1 change: 1 addition & 0 deletions en/manual/scripts/create-a-script.md
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Expand Up @@ -127,6 +127,7 @@ You can see the script in the **Asset View**.
## See also

* [Best Practice](best-practice.md)
* [Types of script](types-of-script.md)
* [Use a script](use-a-script.md)
* [Public properties and fields](public-properties-and-fields.md)
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7 changes: 6 additions & 1 deletion en/manual/scripts/custom-assets.md
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Expand Up @@ -176,4 +176,9 @@ RootAssets: []

And you're finally done, have fun !

![Result](media/template-result.png)
![Result](media/template-result.png)


## See also

* [Best Practice](best-practice.md)
4 changes: 4 additions & 0 deletions en/manual/scripts/events.md
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@@ -1,5 +1,8 @@
# Events

>[!Note]
>Events are not recommended anymore, see [Best Practice](best-practice.md)
<span class="badge text-bg-primary">Intermediate</span>
<span class="badge text-bg-success">Programmer</span>

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## See also

* [Best Practice](best-practice.md)
* [Types of script](types-of-script.md)
* [Create a script](create-a-script.md)
* [Use a script](use-a-script.md)
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3 changes: 2 additions & 1 deletion en/manual/scripts/index.md
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Expand Up @@ -41,4 +41,5 @@ You can still use standard C# classes in Stride, but these aren't called scripts
* [Preprocessor variables](preprocessor-variables.md)
* [Create a model from code](create-a-model-from-code.md)
* [Create Gizmos for your components](gizmos.md)
* [Create Custom Assets](custom-assets.md)
* [Create Custom Assets](custom-assets.md)
* [Best Practice](best-practice.md)
7 changes: 6 additions & 1 deletion en/manual/stride-for-godot-developers/index.md
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Expand Up @@ -507,4 +507,9 @@ System.Diagnostics.Debug.WriteLine("hello");
```

>[!Note]
> To print debug messages, you have to run the game from Visual Studio, not Game Studio. There's no way to print to the Game Studio output window.
> To print debug messages, you have to run the game from Visual Studio, not Game Studio. There's no way to print to the Game Studio output window.

## See also

* [Best Practice](../scripts/best-practice.md)
4 changes: 4 additions & 0 deletions en/manual/stride-for-unity-developers/index.md
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Expand Up @@ -817,3 +817,7 @@ public float MyProperty { get; init; }
---

Unity® is a trademark of Unity Technologies.

## See also

* [Best Practice](../scripts/best-practice.md)
2 changes: 2 additions & 0 deletions en/manual/toc.yml
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Expand Up @@ -540,6 +540,8 @@ items:
href: scripts/gizmos.md
- name: Create Custom Assets
href: scripts/custom-assets.md
- name: Best Practice
href: scripts/best-practice.md

- name: Sprites
href: sprites/index.md
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2 changes: 1 addition & 1 deletion en/manual/troubleshooting/logging.md
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Expand Up @@ -91,7 +91,7 @@ This creates a file in the Debug folder of your project (eg *MyGame\MyGame\Bin\W

## Example script

The following script checks that the texture `MyTexture` is loaded. When the texture loads, the log displays a debug message (`Log.Error`). If it doesn't load, the log records an error message (`Log.Debug`).
The following script checks that the texture `MyTexture` is loaded. When the texture loads, the log displays a debug message (`Log.Debug`). If it doesn't load, the log records an error message (`Log.Error`).

```cs
using System.Linq;
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