You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardexpand all lines: en/asset/asset-manager-upgrade-guide.md
+1-1
Original file line number
Diff line number
Diff line change
@@ -1,7 +1,7 @@
1
1
# Asset Manager Upgrade Guide
2
2
3
3
> Author: Santy-Wang, Xunyi
4
-
4
+
>
5
5
> This article details what to expect when upgrading from loader to assetManager.
6
6
7
7
Before Creator v2.4, [Acquire and load asset](https://github.com/cocos-creator/creator-docs/blob/e02ac31bab12d3ee767c0549050b0e42bd22bc5b/en/scripting/load-assets.md) was implemented through the `loader` module (including the APIs `loader.load`, `loader.loadRes`, `loader.loadResDir`, etc.), which was primarily used to load resources. However, with the continuous development of Creator, developers' demands for resource management have been increasing. The original `loader` module has been unable to meet a large number of resource management needs, and a new resource management module is in the air.
Copy file name to clipboardexpand all lines: en/asset/dcc-export-mesh.md
+1-1
Original file line number
Diff line number
Diff line change
@@ -28,7 +28,7 @@ You can see that the rotation data is gone in __Cocos Creator 3.0__.
28
28
29
29
## Exporting glTF
30
30
31
-
Please read ther following documents:
31
+
Please read their following documents:
32
32
-[glTF also uses a right-handed coordinate system](https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#coordinate-system-and-units)
33
33
-[Options for exporting glTF in Blender](https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf2.html). It is relatively simple, as long as the __+y up__ option is checked, there is no rotation value in the exported data.
After the image is set to a spriteframe, texture or other image types, an asset of the corresponding type will be generated in the **Assets Panel**. But if `test assets/image` is loaded directly, and the type will be `ImageAsset`. You must specify the full path of sub asset, then the generated SpriteFrame can be loaded.
35
35
36
36
```typescript
37
-
// load a SpriteFrame,image is ImageAsset,spriteFrame is image/spriteFrame, texture is image/texture
37
+
// load a SpriteFrame, image is ImageAsset, spriteFrame is image/spriteFrame, texture is image/texture
@@ -65,4 +65,4 @@ export class RenderCameraToModel extends Component {
65
65
}
66
66
```
67
67
68
-
For more __Render Texture__ examples, please see these [test casees](https://github.com/cocos-creator/test-cases-3d/tree/master/assets/cases/rendertexture).
68
+
For more __Render Texture__ examples, please see these [test cases](https://github.com/cocos-creator/test-cases-3d/tree/v3.0/assets/cases/rendertexture).
Copy file name to clipboardexpand all lines: en/concepts/scene/fog.md
+1-1
Original file line number
Diff line number
Diff line change
@@ -33,7 +33,7 @@ To increase the density of Linear Fog when the distance between the camera and t
33
33
1. fix the value of `FogStart` and decrease the value of `FogEnd`.
34
34
2. Decrease the value of `FogStart` and fix the value of `FogEnd`.
35
35
36
-
To adjust the fog effect to the right consistency, it is best to adjust both the `FogStart` and `FogEnd` properties appropriately. An example effect of Linear Fog is shown below:
36
+
To adjust the fog effect to the right consistency, it is best to adjust both the `FogStart` and `FogEnd` properties appropriately. An example effect of Linear Fog is shown below:
let offset =this._rightDisplayOffset[this._rightDisplayIndex];
91
92
slot!.parent.offset.x=offset.x;
@@ -111,7 +112,9 @@ The following is an example of how DragonBones replaces the texture. Replace the
111
112
112
113

113
114
114
-
> **Note**: if the scene is not displayed when previewing, check that the `Layer` property of each node is consistent with that of the `Camera` node.
115
+
> **Notes**:
116
+
> 1. After the example is run, the weapon style replaced by the right hand is not consistent with the weapon style prepared in the Scene, which is caused by the resource problem, please refer to the specific code implementation.
117
+
> 2. If the scene is not displayed when previewing, check that the `Layer` property of each node is consistent with that of the `Camera` node.
Copy file name to clipboardexpand all lines: en/editor/extension/contributions.md
+2-2
Original file line number
Diff line number
Diff line change
@@ -25,6 +25,6 @@ interface contributions {
25
25
}
26
26
```
27
27
28
-
The name is the name of the function or extension, and the value is of any type, which is defined by the author of the name function (extension).
28
+
The `name` is the name of the function or extension, and the `value` is of type`any`, which is defined by the author of the `name` function (extension).
29
29
30
-
At this stage, only contributions to the internal functions of the editor are opened. In the future, we will provide the ability to use contributions between extensions.
30
+
At this stage, only `contributions` to the internal functions of the editor is opened, in the future we will provide a more convenient way of using `contributions` between extensions.
Copy file name to clipboardexpand all lines: en/editor/publish/publish-bytedance-mini-game.md
+2-2
Original file line number
Diff line number
Diff line change
@@ -8,9 +8,9 @@ The game submission, review and release process of a mini-game needs to comply w
8
8
9
9
## Publish to ByteDance with Cocos Creator
10
10
11
-
1. Download the **ByteDance DevTools** on [ByteDance Official Website[cn]](https://microapp.bytedance.com/docs/zh-CN/mini-game/develop/developer-instrument/developer-instrument-update-and-download).
11
+
1. Download the [ByteDance DevTools[cn]](https://microapp.bytedance.com/docs/zh-CN/mini-game/develop/developer-instrument/developer-instrument-update-and-download).
12
12
13
-
2. Log in to [Developer Platform [cn]](https://microapp.bytedance.com/)to find your `mini game appid`. For details, please refer to the official [Access Guide [cn]](https://microapp.bytedance.com/docs/zh-CN/mini-game/introduction/plugin-reference/set-up-mini-game) documentation.
13
+
2. Log in to [Developer Platform [cn]](https://microapp.bytedance.com/)to find your `mini game appid`. For details, please refer to the official [Access Guide [cn]](https://microapp.bytedance.com/docs/zh-CN/mini-game/introduction/plugin-reference/sign) documentation.
Copy file name to clipboardexpand all lines: en/editor/publish/publish-huawei-agc.md
+2-2
Original file line number
Diff line number
Diff line change
@@ -18,9 +18,9 @@ Use Cocos Creator to open the project that needs to be released. Open the **Buil
18
18
19
19
For the settings of the general options, please refer to the [Build Options](build-options.md) document.
20
20
21
-
-**agconnect-services Config**:Used to configure Huawei parameter file `agconnect-services.json`. Please refer to the [Configs HUAWEI Parameter File](https://service.cocos.com/document/en/sdkhub-plugins/sdkhub-hms.html#configs-huawei-config-file) for the specific configuration method.
21
+
-**agconnect-services Config**: Used to configure Huawei parameter file `agconnect-services.json`. Please refer to the [Configs HUAWEI Parameter File](https://service.cocos.com/document/en/sdkhub-plugins/sdkhub-hms.html#configs-huawei-config-file) for the specific configuration method.
22
22
23
-
-**Cocos SDKHub Config Set**: This option is used to help the game quickly intergrate the channel SDK. Please select the SDKHub service that you have previously enabled in the Cocos Services panel.
23
+
-**Cocos SDKHub Config Set**: This option is used to help the game quickly integrate the channel SDK. Please select the SDKHub service that you have previously enabled in the Cocos Services panel.
Copy file name to clipboardexpand all lines: en/editor/publish/setup-native-development.md
+4-4
Original file line number
Diff line number
Diff line change
@@ -34,11 +34,11 @@ On Windows platform, please confirm if `JAVA_HOME` is included in your environme
34
34
35
35
After installing **Android Studio**, refer to the official documentation and open the **SDK Manager**: [SDK Manager Instructions](https://developer.android.com/studio/intro/update.html#sdk-manager).
36
36
37
-
1. In the **SDK Platforms** tab page, check the API level you want to install, and it is recommended to select the required mainstream API Level such as `API Level 23 (6.0)`, `API Level 26 (8.0)` and`API Level 28 (9.0)`, etc.
37
+
1. In the **SDK Platforms** tab page, check the API level you want to install, and it is recommended to select the required mainstream API Level such as `API Level 26 (8.0)`,`API Level 28 (9.0)`, etc.
38
38
2. In the **SDK Tools** tab page, first check the lower right corner of the **Show Package Details**, show the version of the tool selection.
39
39
3. In the **Android SDK Build-Tools**, select the latest build Tools version.
40
40
4. Check the **Android SDK Platform-Tools** and **CMake**. If you need to install the **Android Support Library**, please refer to the official [Support Library Setup](https://developer.android.com/topic/libraries/support-library/setup).
41
-
5. Check the **NDK** and the recommended version is **r20**.
41
+
5. Check the **NDK** and the recommended version is **r20~21**. Note that the **NDK-r22** is not supported currently.
42
42
6. Take note of the path of **Android SDK Location** on top of the **SDK Manager** window. Later we need to fill in the location of the SDK in **Cocos Creator**.
43
43
7. Click **OK** and follow the prompts to complete the installation.
44
44
@@ -48,14 +48,14 @@ After installing **Android Studio**, refer to the official documentation and ope
- In Windows, the installation of [Visual Studio 2017/2019 Community Edition](https://www.visualstudio.com/downloads/download-visual-studio-vs) is needed. When installing Visual Studio, please check **Desktop development with C++** and **Game development with C++** two modules.
54
52
55
53
> **Note**: there is a **Cocos** option in the **Game development with C++** module. Do **NOT** check it.
56
54
57
55
- In Mac, the installation of [Xcode](https://developer.apple.com/xcode/download/) and command line tool is needed.
58
56
57
+
> **Note**: Starting with v3.0.1, Xcode v11.5 and above is required.
58
+
59
59
## Configure Native Develop environments path
60
60
61
61
Next, go back to Cocos Creator to configure the environmental path of the native platform. Choose **Cocos Creator -> Preferences** in the main menu, and open the **Preferences** panel. We need to configure the following two paths here:
Copy file name to clipboardexpand all lines: en/engine/animation/animation-clip.md
+3-3
Original file line number
Diff line number
Diff line change
@@ -11,7 +11,7 @@ When the animation system is operating, the __Animation Component__ calculates t
11
11
The following code snippet demonstrates how to create __Animation Clips__ programmatically:
12
12
13
13
```ts
14
-
import { AnimationClip, animation, js } from"cc";
14
+
import { AnimationClip, animation, js } from'cc';
15
15
const animationClip =newAnimationClip();
16
16
animationClip.duration=1.0; // The cycle of the entire animation clip, no frame time should be greater than this attribute.
17
17
animationClip.keys= [ [ 0.3, 0.6, 0.9 ] ]; // Frame time shared by all curves of this animation clip
@@ -221,7 +221,7 @@ When the `interpolate` property of the curve data is `true`, the curve will try
221
221
If the curve value does not satisfy any of the above conditions, or when the `interpolate` property of the curve data is `false`, there will be no interpolation operation. Always use the curve value of the previous frame as the result.
@@ -85,7 +85,7 @@ The `events` of an `AnimationClip` contains all event descriptions for the anima
85
85
`func` represents the method name that is called back when the event is triggered. When the event is triggered, a **search** for a method named `func` on all components of the current node, once found, it is called with `params` passed to it. Example:
Copy file name to clipboardexpand all lines: en/engine/event/event-emit.md
+3-3
Original file line number
Diff line number
Diff line change
@@ -9,7 +9,7 @@ Event processing is done in the `Node`. Components can register and monitor even
9
9
xxx.on(type, func, target?);
10
10
```
11
11
12
-
The `type` is the event registration string. `func` is the callback to listen to when the event is executed. And `target` is the event receive object. If `target` is not set,then `this` in the callback refers to the object that is currently executing the callback.
12
+
The `type` is the event registration string. `func` is the callback to listen to when the event is executed. And `target` is the event receive object. If `target` is not set, then `this` in the callback refers to the object that is currently executing the callback.
13
13
14
14
The event listener function `on` can pass to the third parameter target to bind the caller of the response function. The following two calling methods have the same effect:
15
15
@@ -45,7 +45,7 @@ One thing to note is that the parameter of `off` must be in one-to-one correspon
45
45
Example:
46
46
47
47
```ts
48
-
import { _decorator, Component, Node } from"cc";
48
+
import { _decorator, Component, Node } from'cc';
49
49
const { ccclass } =_decorator;
50
50
51
51
@ccclass("Example")
@@ -78,7 +78,7 @@ xxx.emit(type, ...args);
78
78
When emitting events, start passing the event parameters as the second argument of the emit function.
0 commit comments