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Merge pull request #162 from fibref/typo1
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Fix a few typos
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mafiesto4 authored Oct 5, 2024
2 parents 4734dab + 4b1558b commit 9187a94
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2 changes: 1 addition & 1 deletion manual/get-started/project-structure.md
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Expand Up @@ -34,7 +34,7 @@ To learn more about project file properties see the [reference](https://docs.fla

* **<root>**
* **Binaries** - compiled game scripts binaries
* **Cache** - editor local cache folder, buid cache, used for thumbnails, game cooker cache and other temporary files
* **Cache** - editor local cache folder, build cache, used for thumbnails, game cooker cache and other temporary files
* **Content** - contains all the game assets (models, textures, settings, etc.)
* **SceneData** - dedicated directory for the [private scene assets](scenes/scene-data.md)
* **Shaders** - auto-improted shaders assets (from source)
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2 changes: 1 addition & 1 deletion manual/scripting/cpp/index.md
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# C++ Scripting

Flax Engine fully supports C++ scripting with even more features than C# scripting. In general, C\+\+ offers more **performance** and allows to **access engine API directly** which comes with many benefits. Flax Engine is mostly written in C\+\+ with C# flavor which means you can easily build the game on top of the engine. Also, Flax uses its own build tool called [Flax.Build](../../editor/flax-build/index.md) to compile both engine and game.
Flax Engine fully supports C++ scripting with even more features than C# scripting. In general, C\+\+ offers more **performance** and allows to **access engine API directly** which comes with many benefits. Flax Engine is mostly written in C\+\+ with C# flavor which means you can easily build the game on top of the engine. Also, Flax uses its own build tool called [Flax.Build](../../editor/flax-build/index.md) to compile both the engine and the game.

Follow this documentation section to learn how to write your own C\+\+ scripts and use them in a game. Also, if you see any code examples in the *Flax Documentation* that are written in C# you can similarly use them in C\+\+ scripts since the engine uses the same API in both languages (you can even move your existing game code from C# to C\+\+ quite quickly).

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2 changes: 1 addition & 1 deletion manual/scripting/events.md
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Expand Up @@ -28,7 +28,7 @@ The following table lists all the available event functions to override from the
| **void OnStart()** | Called when a script is enabled just before any of the Update methods is called for the first time. |
| **void OnUpdate()** | Called every frame if object is enabled (C++ scripts need to set `_tickUpdate=true` in constructor). |
| **void OnLateUpdate()** | Called every frame (after *Update*) if object is enabled (C++ scripts need to set `_tickLateUpdate=true` in constructor). |
| **void OnFixedUpdate()** | Called every fixed framerate frame if object is enable (C++ scripts need to set `_tickFixedUpdate=true` in constructor)d. |
| **void OnFixedUpdate()** | Called every fixed framerate frame if object is enabled (C++ scripts need to set `_tickFixedUpdate=true` in constructor). |
| **void OnDebugDraw()** | Called during drawing debug shapes in editor. Use [DebugDraw](https://docs.flaxengine.com/api/FlaxEngine.DebugDraw.html). |
| **void OnDebugDrawSelected()** | Called during drawing debug shapes in editor when the object is selected. Use [DebugDraw](https://docs.flaxengine.com/api/FlaxEngine.DebugDraw.html). |

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