("MyTexture"); // return the loaded asset without increasing the reference counter (ref count = 1)
-
-// the texture can still be used here
-Asset.Unload(secondReference); // decrease the reference counter and unload the asset (ref count = 0)
-
-// The texture has been unloaded, it cannot be used here any more.
-```
-
-
+---
+redirect_url: ../../assets/index.html
+---
diff --git a/en/manual/engine/assets/media/26968245.png b/en/manual/engine/assets/media/26968245.png
deleted file mode 100644
index c6f9f128e..000000000
--- a/en/manual/engine/assets/media/26968245.png
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:44f21c5d931bc482171c6ab44519c4495e03c31a20e5f372cb10b3c850ec4f4c
-size 19444
diff --git a/en/manual/engine/assets/media/9503662.png b/en/manual/engine/assets/media/9503662.png
deleted file mode 100644
index 77d3ab19d..000000000
--- a/en/manual/engine/assets/media/9503662.png
+++ /dev/null
@@ -1,3 +0,0 @@
-version https://git-lfs.github.com/spec/v1
-oid sha256:62aa56167a7bfd85c3618ecb0860854d83ceaebff2e8b181d24a84c92f9a1cfc
-size 11021
diff --git a/en/manual/engine/index.md b/en/manual/engine/index.md
index a50cb82c8..967cedaeb 100644
--- a/en/manual/engine/index.md
+++ b/en/manual/engine/index.md
@@ -3,7 +3,6 @@
>[!Warning]
>This section is out of date. For now, you should only use it for reference.
-- [Asset](assets/index.md)
- [Entity-component system](entity-component-system/index.md)
- [File system](file-system.md)
- [Build pipeline](build-pipeline.md)
@@ -11,5 +10,5 @@
# See also
-- [Introduction to assets](../game-studio/assets.md)
-- [Scripts](../scripts/index.md)
\ No newline at end of file
+- [Assets](../assets/index.md)
+- [Scripts](../scripts/index.md)
diff --git a/en/manual/files-and-folders/project-packages/package-properties.md b/en/manual/files-and-folders/project-packages/package-properties.md
index 8bd96e6e4..d248285cf 100644
--- a/en/manual/files-and-folders/project-packages/package-properties.md
+++ b/en/manual/files-and-folders/project-packages/package-properties.md
@@ -14,7 +14,7 @@ Every project package contains it's own set of properties, that can be customize
| ResourceFolders | List of directory paths that contain resources. |
| OutputGroupDirectories | A dictionary containing a custom output directory for each specified bundle name. |
| ExplicitFolders (currently broken) | List of directory paths that are meant to always be loaded by **Game Studio**, even if they do not contain any assets. |
-| Bundles | List of bundles and their metadata. For more information read [Asset Bundles](../../engine/assets/asset-bundles.md). |
+| Bundles | List of bundles and their metadata. For more information read [Asset Bundles](../../assets/asset-bundles.md). |
| TemplateFolders | List of directory paths containing custom templates in the `.sdtpl` format. For more information read [Custom Assets](../../scripts/custom-assets.md#adding-a-section-for-the-add-asset-menu-inside-the-editor). |
| RootAssets | List of root assets (assets that will always be included with the build). |
diff --git a/en/manual/game-studio/archetypes.md b/en/manual/game-studio/archetypes.md
index 03d129028..72e8a4d6e 100644
--- a/en/manual/game-studio/archetypes.md
+++ b/en/manual/game-studio/archetypes.md
@@ -1,71 +1,3 @@
-# Archetypes
-
-Intermediate
-Designer
-
-An **archetype** is a master asset that controls the properties of assets you **derive** from it. Derived assets are useful when you want to create a "remixed" version of an asset.
-
-For example, imagine we have three sphere entities that share a material asset named *Metal*. The Metal asset has properties including color, gloss, and so on.
-
-
-
-If we change a property in the **Metal** asset, it applies to all three spheres. So, for example, if we change the color property, all three spheres change color.
-
-
-
-Now imagine we want to change the color of only *one* sphere, but keep its other properties the same. We could duplicate the material asset, change its color, and then apply the new asset to only one sphere. But if we later want to change a different property across *all* the spheres, we have to modify both assets. This is time-consuming and leaves room for mistakes.
-
-The better approach is to derive a new asset from the archetype. The derived asset inherits properties from the archetype and lets you override individual properties where you need them. For example, we can derive the sphere's material asset and override its color. Then, if we change the gloss of the archetype, the gloss of all three spheres changes.
-
-
-
-You can derive an asset from an archetype, then in turn derive another asset from that derived asset. This way you can create different layers of assets to keep your project organized:
-
-```cs
-Archetype
- Derived asset
- Derived asset
-```
-
-## Derive an asset from an archetype
-
-In the **Asset View**, right-click the asset you want to derive an asset from and select **Create derived asset**:
-
-
-
-Game Studio adds a new **derived asset** to the project. This asset derives its properties from the **archetype** asset.
-
-The derived asset properties display the archetype asset under **Archetype**:
-
-
-
-You can right-click the archetype asset in the Property Grid and select **Select the referenced asset** to quickly select the archetype asset:
-
-
-
-### Overridden properties
-
-The **Property Grid** shows which properties of the derived asset differ from the archetype. **Overridden** and **unique** properties are **white**, and **inherited** (identical) properties are **gray**.
-
-In this screenshot, the **Diffuse Map** property is overridden. The other properties are inherited:
-
-
-
-### Reset a property to archetype value
-
-You can reset overridden or unique properties of a derived asset to the values in the archetype. To do this, right-click the overridden property and select **Reset to base value**.
-
-
-
-### Clear an archetype
-
-You can remove the link between the archetype and the derived asset. This means the derived asset no longer inherits changes to the archetype; it becomes a completely independent.
-
-To do this, in the **Asset View**, right-click the derived asset and select **Clear archetype**.
-
-
-
-## See also
-
-* [Assets](../game-studio/assets.md)
-* [Prefabs](prefabs/index.md)
\ No newline at end of file
+---
+redirect_url: ../assets/archetypes.html
+---
diff --git a/en/manual/game-studio/assets.md b/en/manual/game-studio/assets.md
index f55f8b1fd..bd0c9991e 100644
--- a/en/manual/game-studio/assets.md
+++ b/en/manual/game-studio/assets.md
@@ -1,35 +1,3 @@
-# Assets
-
-Beginner
-
-An **asset** is a representation of an element of your game inside Game Studio, such as a texture, animation, or model.
-
-Some assets require **resource files**. For example, texture assets need image files and audio assets need audio files. Other types of assets (such as scenes, physics colliders, and game settings) don't use resource files, and can be created entirely in Game Studio.
-
-You can compile and optimize assets with a special compiler provided by Stride. Compiled assets are packed together as reusable bundles.
-
-
-
-You can:
-
-* create and browse assets in the **Asset View**
-
- 
-
-* import existing assets, such as FBX files
-
- 
-
-* edit assets in the **property editor**
-
- 
-
-* see a live preview in the **Asset Preview**
-
- 
-
-## In this section
-
-* [Create assets](create-assets.md)
-* [Manage assets](manage-assets.md)
-* [Use assets](use-assets.md)
\ No newline at end of file
+---
+redirect_url: ../assets/index.html
+---
diff --git a/en/manual/game-studio/create-assets.md b/en/manual/game-studio/create-assets.md
index f470775f9..7b1277a97 100644
--- a/en/manual/game-studio/create-assets.md
+++ b/en/manual/game-studio/create-assets.md
@@ -1,66 +1,3 @@
-# Create assets
-
-Beginner
-
-There are two ways to create assets:
-
-* Use the **Add asset** button in the **Asset View**
-* Drag and drop **resource files** (such as image or audio files) to the **Asset View** tab
-
-## Use the **Add asset** button
-
- 1. In the *Asset View*, click 
-
- 2. Select the type of asset you want to create.
-
- 
-
- Game Studio displays a list of asset templates. These are assets configured for a specific use.
-
- 3. Select the right template for your asset.
-
- Game Studio adds the asset to the Asset View:
-
- 
-
-> [!Note]
-> Some assets, such as textures, require a resource file. When you add these assets, Game Studio prompts you for a resource file.
-
-## Drag and drop resource files
-
-You can drag compatible resource files directly into Game Studio to create assets from them. Game Studio is compatible with common file formats.
-
-> [!NOTE]
-> * You can't use this method to create assets that don't use resource files (eg prefabs, materials, or scenes).
-
-| Asset type | Compatible resource file formats
-|-------------------------------|----------------------------------
-| Models, animations, skeletons | .dae, .3ds, obj, .blend, .x, .md2, .md3, .dxf, .fbx
-| Sprites, textures, skyboxes | .dds, .jpg, .jpeg, .png, .gif, .bmp, .tga, .psd, .tif, .tiff
-| Audio | .wav, .mp3, .ogg, .aac, .aiff, .flac, .m4a, .wma, .mpc
-
-To create an asset by dragging and dropping a resource file:
-
-1. (Optional) If it isn't there already, move the resource file you want to use in the **Resources** folder of your project. You don't have to do this, but it's good practice to keep resource files organized and makes projects easier to share. For more information, see [Project structure](../files-and-folders/project-structure.md).
-
-2. Drag the resource file from Explorer to the Asset View:
-
- 
-
-3. Select the kind of asset you want to create:
-
- 
-
- Game Studio adds the asset to the Asset View:
-
- 
-
-Game Studio automatically imports all dependencies in the resource files and creates corresponding assets. For example, you can add a model or animation resource file and Game Studio handles everything else.
-
-> [!TIP]
-> You can drag multiple files simultaneously. If you drop multiple files of different types at the same time, Game Studio only adds only files that match your template selection. For example, if you add an image file and a sound file, then select the audio asset template, only the sound file is added.
-
-## See also
-
-* [Manage assets](manage-assets.md)
-* [Use assets](use-assets.md)
\ No newline at end of file
+---
+redirect_url: ../assets/create-an-asset.html
+---
diff --git a/en/manual/game-studio/game-settings.md b/en/manual/game-studio/game-settings.md
index b42e02d50..be4190f24 100644
--- a/en/manual/game-studio/game-settings.md
+++ b/en/manual/game-studio/game-settings.md
@@ -225,4 +225,4 @@ For more information, see [Splash screen](/splash-screen.md).
## See also
-* [Assets](../game-studio/assets.md)
\ No newline at end of file
+* [Assets](../assets/index.md)
diff --git a/en/manual/game-studio/index.md b/en/manual/game-studio/index.md
index 8fb8650f4..63579de4c 100644
--- a/en/manual/game-studio/index.md
+++ b/en/manual/game-studio/index.md
@@ -36,11 +36,6 @@ You can show and hide different parts of the Game Studio in the View menu. You c
* [Load scenes](load-scenes.md)
* [Add entities](add-entities.md)
* [Manage entities](manage-entities.md)
-* [Assets](assets.md)
- * [Create assets](create-assets.md)
- * [Use assets](use-assets.md)
- * [Archetypes](archetypes.md)
- * [Game settings](game-settings.md)
* [Prefabs](prefabs/index.md)
* [Create a prefab](prefabs/create-a-prefab.md)
* [Use prefabs](prefabs/use-prefabs.md)
diff --git a/en/manual/game-studio/load-scenes.md b/en/manual/game-studio/load-scenes.md
index 0c89cc44a..31c58ed70 100644
--- a/en/manual/game-studio/load-scenes.md
+++ b/en/manual/game-studio/load-scenes.md
@@ -32,7 +32,7 @@ myChildScene1.Add(myChildScene2);
>To include a scene in the build, in the **Asset View**, right-click the scene asset and select **Include in build as root asset**.
->For more information about including assets in the build, see [Manage assets](manage-assets.md).
+>For more information about including assets in the build, see [Asset compilation](../assets/asset-compilation.md).
For more information about scene hierarchies, see [Manage scenes](manage-scenes.md).
@@ -110,4 +110,4 @@ At runtime, when the trigger you created in step 1 is triggered, Stride loads th
* [Navigate in the Scene Editor](navigate-in-the-scene-editor.md)
* [Manage scenes](manage-scenes.md)
* [Add entities](add-entities.md)
-* [Manage entities](manage-entities.md)
\ No newline at end of file
+* [Manage entities](manage-entities.md)
diff --git a/en/manual/game-studio/manage-assets.md b/en/manual/game-studio/manage-assets.md
index a3034cfa4..a76c6a412 100644
--- a/en/manual/game-studio/manage-assets.md
+++ b/en/manual/game-studio/manage-assets.md
@@ -1,149 +1,3 @@
-# Manage assets
-
-Beginner
-
-This page explains how to edit and manage your assets.
-
-## Edit assets in the Property Grid
-
-You can edit most assets using the **Property Grid**. By default, this is in the top-right of Game Studio.
-
-For example, to change the color of a material asset::
-
- 1. In the **Asset View** (in the bottom by default), select the material.
-
- 
-
- 2. In the Property Grid, under **Shading > Diffuse**, next to **Diffuse Map**, click the **colored box**, which displays the asset color (yellow in this example).
-
- The color picker opens.
-
- 
-
- 4. Select a new color for the asset.
-
- 
-
-The **Asset Preview** (bottom right by default) displays asset changes in real time.
-
-The **Asset View** indicates assets with unsaved changes with asterisks (*).
-
-
-
-## Edit assets using dedicated editors
-
-Game Studio has dedicated editors for the following asset types:
-
-* prefabs
-* scenes
-* sprite sheets
-* UI pages
-* UI libraries
-* scripts
-
-For example, you edit scenes in the **Scene Editor**.
-
-
-
-To open the dedicated editor for these types of asset:
-
-* double-click the asset, or
-* right-click the asset and select **Edit asset**, or
-* select the asset and type **Ctrl + Enter**
-
-## Organize assets
-
-We recommend you organize your assets into subfolders by type. This makes projects much easier to manage, especially as they become large.
-
-
-
-Assets are contained in the **Assets** folder of your project package. You can see the project in the **Solution Explorer** (by default shown in the bottom left).
-
-* To create a subfolder, right-click the parent folder and select **Create subfolder**.
-* To move an asset, select one or more assets in the **Asset View** and drag and drop them to the folder.
-
-> [!NOTE]
-> When you move an asset, Game Studio updates all references to other assets inside the asset.
-
-> [!TIP]
-> To see the URL and type of an asset, move the mouse over the asset thumbnail.
-> 
-
-## Include assets in the build
-
-By default, Stride doesn't include every asset when you build the game. This is because you might not need every asset at runtime — for example, if the asset is incomplete.
-
-Stride only includes assets which:
-
-* you've specifically marked for inclusion (**root assets**), or
-* are **referenced** by a root asset
-
-Game Studio indicates whether an asset is included with a colored icon in the top-left of the asset thumbnail.
-
-Color | Status
-------|--------
-Blue

| The asset is a root asset and included in the build.
-Green

| The asset is referenced by a root asset and included in the build.
-Gray

| The asset isn't included in the build.
-
-If you plan to load an asset at runtime using scripts, make it a root asset. To do this:
-
-* click the **gray dot** in the top-left of the thumbnail, or
-
-* right-click the asset and select **Include in build as root asset**
-
- 
-
-## Asset View options
-
-To change the Asset View options, click the eye icon in the Asset View toolbar.
-
-
-
-You can:
-
-* display assets in the selected folder only, the selected folder and subfolder
-* sort assets by name, type, unsaved changes, and modification date
-* switch between tile view (default) and grid view
-
-## Filter assets
-
-When browsing assets in the **Asset View** (in the bottom by default), you can filter by name, tag, type, or a combination of all three.
-
-The tag and name filters are "and" filters. For example, if you filter by *tag:level* and *name:knight*, the Asset View only displays assets with the tag "level" **and** the name "knight".
-
-Type filters are "or" filters. For example, if you filter by *type:animation* and *type:texture*, the Asset View only displays assets that are animations **or** textures.
-
-### Add a filter
-
-1. In the Asset View, type in the filter bar.
-
- Game Studio displays a list of matching filters (name, type, or tag).
-
- 
-
-2. To filter by name, press **Enter**.
-
- To filter by a tag or type, select **tag** or **type** filters in the drop-down list.
-
- Game Studio applies the filter and shows matching assets in the Asset View.
-
-You can add multiple filters. Name filters are green, tag filters are blue, and type filters are orange.
-
-
-
-### Toggle filters on and off
-
-To toggle a filter on and off without removing it, click it. Disabled filters have darker colors.
-
-
-
-### Remove a filter
-
-To remove a filter, click the X icon in the filter tag.
-
-## See also
-
-* [Create assets](create-assets.md)
-* [Manage assets](manage-assets.md)
-* [Use assets](use-assets.md)
\ No newline at end of file
+---
+redirect_url: ../assets/asset-compilation.html
+---
diff --git a/en/manual/game-studio/prefabs/index.md b/en/manual/game-studio/prefabs/index.md
index 12e3a20aa..7204fb80a 100644
--- a/en/manual/game-studio/prefabs/index.md
+++ b/en/manual/game-studio/prefabs/index.md
@@ -28,4 +28,4 @@ You can [override specific properties](override-prefab-properties.md) in each pr
* [Nested prefabs](nested-prefabs.md)
* [Override prefab properties](override-prefab-properties.md)
* [Prefab models](prefab-models.md)
-* [Archetypes](../archetypes.md)
\ No newline at end of file
+* [Archetypes](../../assets/archetypes.md)
diff --git a/en/manual/game-studio/prefabs/prefab-models.md b/en/manual/game-studio/prefabs/prefab-models.md
index 226c0c2a5..1feadc735 100644
--- a/en/manual/game-studio/prefabs/prefab-models.md
+++ b/en/manual/game-studio/prefabs/prefab-models.md
@@ -38,4 +38,4 @@ Prefab models don't expose materials. This means you can't view or edit them in
* [Edit prefabs](edit-prefabs.md)
* [Nested prefabs](nested-prefabs.md)
* [Override prefab properties](override-prefab-properties.md)
-* [Archetypes](../archetypes.md)
\ No newline at end of file
+* [Archetypes](../../assets/archetypes.md)
diff --git a/en/manual/game-studio/use-assets.md b/en/manual/game-studio/use-assets.md
index e0faa3d79..44e0cb33c 100644
--- a/en/manual/game-studio/use-assets.md
+++ b/en/manual/game-studio/use-assets.md
@@ -1,175 +1,3 @@
-# Use assets
-
-Beginner
-
-There are four ways to use assets:
-
-* reference them in entity components
-* reference them in other assets
-* load them from code as content
-* load them from code as content using `UrlReference`
-
-## Reference assets in components
-
-Many kinds of component use assets. For example, model components use model assets.
-
-Components that use assets have **asset docks** in the **property grid**.
-
-
-
-To add an asset to an entity component, drag the asset to the asset dock in the component properties (in the **property grid**). You can drop assets in the text field or the empty thumbnail.
-
-
-
-Alternatively, click  (**Select an asset**).
-
-
-
-The **Select an asset** window opens.
-
-> [!NOTE]
-> The **Select an asset** window only displays assets of types expected by the component. For example, if the component is an audio listener, the window only displays audio assets.
-
-After you add an asset to a component, the asset dock displays its name and a thumbnail image.
-
-
-
-## Reference assets in other assets
-
-Assets can reference other assets. For example, a model asset might use material assets.
-
-You can add asset references to assets the same way you add them to entity components (see above).
-
-## Clear a reference
-
-To clear a reference to an asset, in the **asset dock**, click  (**Clear reference**).
-
-
-
-## Examine references
-
-You can see the references in a selected asset in the **References** tab. By default, this is in the bottom right of Game Studio.
-
-
-
-* The **References** tab displays the assets referenced by the selected asset.
-* The **Referenced by** tab displays the assets that reference the selected asset.
-
-> [!Tip]
-> If you can't see the References tab, make sure it's displayed under **View > References**.
-
-## Load assets from code
-
-When loading in assets at runtime we speak of "Content" rather than assets. The loaded content refers to the asset and can then be used in your script.
-
-```cs
-// Load a model (replace URL with valid URL)
-var model = Content.Load("AssetFolder/MyModel");
-
-// Create a new entity to add to the scene
-Entity entity = new Entity(position, "Entity Added by Script") { new ModelComponent { Model = model } };
-
-// Add a new entity to the scene
-SceneSystem.SceneInstance.RootScene.Entities.Add(entity);
-```
-
-> [!TIP]
-> To find the asset URL, in Game Studio, move the mouse over the asset. Game Studio displays the asset URL in a tooltip. URLs typically have the format *AssetFolder/AssetName*.
-> [!WARNING]
-> When loading assets from scripts, make sure you:
->
-> * include the asset in the build as described in [Manage assets](manage-assets.md)
-> * make sure you add the script as a component to an entity in the scene
-
-### Unload unneeded assets
-
-When loading content from code, you should unload content when you don't need them any more. If you don't, content stays in memory, wasting GPU.
-
-To unload an asset, use ``Content.Unload(myAsset)``.
-
-## Load assets from code using UrlReference
-
-`UrlReference` allows you to reference assets in your scripts the same way you would with normal assets but they are loaded dynamically in code. Referencing an asset with a `UrlReference` causes the asset to be included in the build.
-
-You can reference assets in your scripts using properties/fields of type `UrlReference` or `UrlReference`:
-
-* `UrlReference` can be used to reference any asset. This is most useful for the "Raw asset".
-* `UrlReference` can be used to specify the desired type. i.e. `UrlReference`. This gives Game Studio a hint about what type of asset this `UrlReference` can be used for.
-
-## Examples
-
-### Loading a Scene
-
-Using `UrlReference` to load the next scene.
-
-```cs
-using System.Threading.Tasks;
-//Include the Stride.Core.Serialization namespace to use UrlReference
-using Stride.Core.Serialization;
-using Stride.Engine;
-
-namespace Examples
-{
- public class UrlReferenceExample : AsyncScript
- {
- public UrlReference NextSceneUrl { get; set; }
-
- public override async Task Execute()
- {
- //...
- }
-
- private async Task LoadNextScene()
- {
- //Dynamically load next scene asynchronously
- var nextScene = await Content.LoadAsync(NextSceneUrl);
- SceneSystem.SceneInstance.RootScene = nextScene;
- }
- }
-}
-```
-
-### Load data from a Raw asset JSON file
-
-Use a Raw asset to store data in a JSON file and load using [Newtonsoft.Json](https://www.newtonsoft.com/json). To use `Newtonsoft.Json` you also need to add the `Newtonsoft.Json` NuGet package to the project.
-
-```cs
-//Include the Newtonsoft.Json namespace.
-using Newtonsoft.Json;
-using System.IO;
-using System.Threading.Tasks;
-//Include the Stride.Core.Serialization namespace to use UrlReference
-using Stride.Core.Serialization;
-using Stride.Engine;
-
-namespace Examples
-{
- public class UrlReferenceExample : AsyncScript
- {
- public UrlReference RawAssetUrl { get; set; }
-
- public override async Task Execute()
- {
- //...
- }
-
- private async Task LoadMyData()
- {
- //Open a StreamReader to read the content
- using (var stream = Content.OpenAsStream(RawAssetUrl))
- using (var streamReader = new StreamReader(stream))
- {
- //read the raw asset content
- string json = await streamReader.ReadToEndAsync();
- //Deserialize the JSON to your custom MyDataClass Type.
- return JsonConvert.DeserializeObject(json);
- }
- }
- }
-}
-```
-
-## See also
-
-* [Create assets](create-assets.md)
-* [Manage assets](manage-assets.md)
+---
+redirect_url: ../assets/use-an-asset.html
+---
diff --git a/en/manual/get-started/assets.md b/en/manual/get-started/assets.md
index b4f556580..daaf6234d 100644
--- a/en/manual/get-started/assets.md
+++ b/en/manual/get-started/assets.md
@@ -6,39 +6,32 @@ An asset is a representation of an element of your game inside Game Studio, such
## Create an asset
-To create an asset, click the "Add Asset" button in the **Asset View** and select the type of asset you want to create.
+To create an asset, click the **➕ Add assets** button in the **Asset view** and select the type of asset you want to create.
-
+
## Create assets from resources
-To create an asset from a resource, simply drag and drop it from a folder.
+To create an asset from a resource, simply drag and drop it into the **Asset view** and select the type of asset you want to create.
-Then, select the type of resource you want to create.
+
-
+If the resource isn't present in the resources folder, **Game Studio** will ask you if you want to move it there. In the majority of cases, **you will want to click yes**.
-You will be asked, if you want to **copy the dragged file to the resources folder**. Most of the time, **you want to do this**, in order to make the project easier to share and use version control with.
+
-
+Finally, you will be asked if you want to **move it to the default location**. Again, most of the time **you will want to do this**, unless you need more control over where resources end up.
-Finally, you will be asked if you want to **move it to the default location**. Again, most of the time **you want to do this**, unless you need more control over where resources end up.
+
-
+## Blue, green and gray dots
-## Green, blue and gray dots
+[!INCLUDE [asset-status-dots](../../includes/asset-status-dots.md)]
-
+Stride doesn't include assets which aren't used anywhere, meaning that **they cannot be accessed when running the game**. In order to ensure, that an asset will always be included in the build, right click on it and select **🔵 Include in build as root asset**.
-Every asset has a little dot in the top left corner of their icon. This dot indicates if an asset is going to be included when building the project:
-* **Blue** - the asset will be included in the build no matter if it's needed or not.
-* **Green** - the asset will be included in the build, because a different asset needs it.
-* **Gray** - the asset will not be included in the build.
-
-Stride doesn't include assets which aren't used anywhere, meaning that **they cannot be accessed when running the game**. In order to ensure, that an asset will always be included in the build, right click on it and select **Include in build as root asset**.
-
-
+
## Further reading
-For more information, visit the [Assets](../game-studio/assets.md) page.
+For more information, visit the [Assets](../assets/index.md) page.
diff --git a/en/manual/glossary/index.md b/en/manual/glossary/index.md
index 1193d74ca..ef312ce32 100644
--- a/en/manual/glossary/index.md
+++ b/en/manual/glossary/index.md
@@ -22,14 +22,13 @@
## Asset terms
-- [Archetype](../game-studio/archetypes.md): A template for asset properties that other assets can inherit from.
-- [Asset](../game-studio/assets.md): Content used by the game (models, textures, materials, scripts, etc.) managed by the asset pipeline.
+- [Archetype](../assets/archetypes.md): A template for asset properties that other assets can inherit from.
+- [Asset](../assets/index.md): Content used by the game (models, textures, materials, scripts, etc.) managed by the asset pipeline.
- Asset URL: The path used in code to load an asset, for example with `Content.Load("MyFolder/MyAsset")`. See [Create a model from code](../scripts/create-a-model-from-code.md) and [Create a script](../scripts/create-a-script.md).
-- [Asset bundles](../engine/assets/asset-bundles.md): Groups of assets packaged for deployment/streaming.
-- [Asset control](../engine/assets/asset-control.md): Control asset loading, references, and lifetime.
-- [Build pipeline](../engine/build-pipeline.md): Compiles assets into runtime-ready formats.
+- [Asset compilation](../assets/asset-compilation.md): Compiles assets into runtime-ready formats.
+- [Asset bundles](../assets/asset-bundles.md): Groups of assets packaged for deployment/streaming.
- [Prefab](../game-studio/prefabs/index.md): A reusable entity hierarchy that can be instantiated at design time or runtime.
-- Root asset: An asset included in the build so it is available at runtime. See [Manage assets](../game-studio/manage-assets.md).
+- [Root asset](../assets/asset-compilation.md#root-assets): An asset included in the build so it is available at runtime.
## Audio terms
@@ -51,9 +50,9 @@
## Editor terms
- [Add entities](../game-studio/add-entities.md): Create new entities in a scene.
-- [Archetypes](../game-studio/archetypes.md): Share default properties across assets.
-- [Asset View](../game-studio/assets.md): Panel used to manage assets in your project.
-- [Create assets](../game-studio/create-assets.md): Create and organize project assets.
+- [Archetypes](../assets/archetypes.md): Share default properties across assets.
+- [Asset View](../assets/index.md): Panel used to manage assets in your project.
+- [Create assets](../assets/create-an-asset.md): Create and organize project assets.
- [Game settings](../game-studio/game-settings.md): Project-wide defaults such as the graphics compositor and rendering options.
- [Graphics compositor editor](../graphics/graphics-compositor/index.md): Node-based editor to configure the rendering pipeline.
- [Manage entities](../game-studio/manage-entities.md): Select, group, and organize entities.
@@ -62,7 +61,7 @@
- [Property Grid](../game-studio/index.md): Panel used to view and edit properties of selected entities/components.
- [Scene Editor](../game-studio/scenes.md): The 3D/2D viewport for arranging entities in a scene.
- [Splash screen](../game-studio/splash-screen.md): Configure startup visuals.
-- [Use assets](../game-studio/use-assets.md): Reference and place assets in scenes.
+- [Use assets](../assets/use-an-asset.md): Reference and place assets in scenes.
- [World units](../game-studio/world-units.md): Scene scale conventions (unit size, conversions).
## General terms
diff --git a/en/manual/scripts/create-a-model-from-code.md b/en/manual/scripts/create-a-model-from-code.md
index 3cb087d69..ad99522fa 100644
--- a/en/manual/scripts/create-a-model-from-code.md
+++ b/en/manual/scripts/create-a-model-from-code.md
@@ -40,7 +40,7 @@ You can create models in scripts at runtime. You can do this in several differen

- This makes sure the asset is available for the script to use at runtime. For more information, see [Manage assets](../game-studio/manage-assets.md).
+ This makes sure the asset is available for the script to use at runtime. For more information, see [Asset compilation](../assets/asset-compilation.md).
## Create a procedural model
@@ -137,7 +137,7 @@ Finally, you need to give the model one or more materials. There are two ways to

- This makes sure the asset is available for the script to use at runtime. For more information, see [Manage assets](../game-studio/manage-assets.md).
+ This makes sure the asset is available for the script to use at runtime. For more information, see the [Use an asset in code](../assets/use-an-asset-in-code.md).
### Option 2: Create new materials in code
diff --git a/en/manual/sprites/import-sprite-sheets.md b/en/manual/sprites/import-sprite-sheets.md
index 0028af29e..c7c4cba59 100644
--- a/en/manual/sprites/import-sprite-sheets.md
+++ b/en/manual/sprites/import-sprite-sheets.md
@@ -30,4 +30,4 @@ You can import sprite sheets (image files containing sprites) just like any othe
* [Edit sprites](edit-sprites.md)
* [Use sprites](use-sprites.md)
-* [Assets](../game-studio/assets.md)
+* [Assets](../assets/index.md)
diff --git a/en/manual/stride-for-godot-developers/index.md b/en/manual/stride-for-godot-developers/index.md
index e0aea0933..59679c11c 100644
--- a/en/manual/stride-for-godot-developers/index.md
+++ b/en/manual/stride-for-godot-developers/index.md
@@ -202,7 +202,7 @@ Like Godot, Stride supports file formats including:
| Fonts | .ttf, .otf |
| Video | .mp4
-For more information about assets, see [Assets](../game-studio/assets.md).
+For more information about assets, see [Assets](../assets/index.md).
## Prefab inheritance
diff --git a/en/manual/stride-for-unity-developers/index.md b/en/manual/stride-for-unity-developers/index.md
index 6119255cd..86d35a22b 100644
--- a/en/manual/stride-for-unity-developers/index.md
+++ b/en/manual/stride-for-unity-developers/index.md
@@ -223,7 +223,7 @@ Like Unity®, Stride supports file formats including:
| Fonts | `.ttf`, `.otf` |
| Video | `.mp4` |
-For more information about assets, see [Assets](../game-studio/assets.md).
+For more information about assets, see [Assets](../assets/index.md).
## Prefabs
@@ -255,7 +255,7 @@ Archetype
Derived asset
```
-For more information about archetypes, see [Archetypes](../game-studio/archetypes.md).
+For more information about archetypes, see [Archetypes](../assets/archetypes.md).
## Object lifetime
diff --git a/en/manual/toc.yml b/en/manual/toc.yml
index 15a981155..d91ca9307 100644
--- a/en/manual/toc.yml
+++ b/en/manual/toc.yml
@@ -60,6 +60,26 @@ items:
- name: Custom attributes
href: animation/custom-attributes.md
+ - name: Assets
+ href: assets/index.md
+ items:
+ - name: Create an asset
+ href: assets/create-an-asset.md
+ - name: Edit an asset
+ href: assets/edit-an-asset.md
+ - name: Use an asset
+ href: assets/use-an-asset.md
+ - name: Use an asset in code
+ href: assets/use-an-asset-in-code.md
+ - name: Tags
+ href: assets/tags.md
+ - name: Archetypes
+ href: assets/archetypes.md
+ - name: Asset compilation
+ href: assets/asset-compilation.md
+ - name: Asset bundles
+ href: assets/asset-bundles.md
+
- name: Audio
href: audio/index.md
items:
@@ -92,13 +112,6 @@ items:
- name: Engine
href: engine/index.md
items:
- - name: Assets
- href: engine/assets/index.md
- items:
- - name: Asset bundles
- href: engine/assets/asset-bundles.md
- - name: Asset control
- href: engine/assets/asset-control.md
- name: ECS (Entity Component System)
href: engine/entity-component-system/index.md
items:
@@ -133,17 +146,6 @@ items:
href: game-studio/add-entities.md
- name: Manage entities
href: game-studio/manage-entities.md
- - name: Assets
- href: game-studio/assets.md
- items:
- - name: Create assets
- href: game-studio/create-assets.md
- - name: Manage assets
- href: game-studio/manage-assets.md
- - name: Use assets
- href: game-studio/use-assets.md
- - name: Archetypes
- href: game-studio/archetypes.md
- name: Prefabs
href: game-studio/prefabs/index.md
items:
diff --git a/en/manual/video/set-up-a-video.md b/en/manual/video/set-up-a-video.md
index a1a837236..52bc90199 100644
--- a/en/manual/video/set-up-a-video.md
+++ b/en/manual/video/set-up-a-video.md
@@ -18,7 +18,7 @@
## 1. Add a video asset
-Before you can use a video in your game, you need to import it as an [asset](../game-studio/assets.md).
+Before you can use a video in your game, you need to import it as an [asset](../assets/index.md).
1. Drag the video file from **Explorer** into the **Asset View**.
@@ -122,4 +122,4 @@ myVideoComponent.Instance.Play();
## See also
-* [Video properties](video-properties.md)
\ No newline at end of file
+* [Video properties](video-properties.md)
diff --git a/en/tutorials/csharpbeginner/loading-content.md b/en/tutorials/csharpbeginner/loading-content.md
index 36fbd46db..68fba1927 100644
--- a/en/tutorials/csharpbeginner/loading-content.md
+++ b/en/tutorials/csharpbeginner/loading-content.md
@@ -6,7 +6,7 @@ This C# Beginner tutorial covers how to load content from code.
Assets like models, textures, sound etc can be loaded from during runtime. At that point we no longer speak of assets but of 'content'.
-This tutorial specifically loads content of the `Model` type. Loaded content that is no longer required in your scene, should be unloaded again so save up memory. For more information on assets see [Manage assets](../../manual/game-studio/manage-assets.md).
+This tutorial specifically loads content of the `Model` type. Loaded content that is no longer required in your scene, should be unloaded again so save up memory. For more information on assets see [Use an asset in code](../../manual/assets/use-an-asset-in-code.md).
