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4 changes: 2 additions & 2 deletions docs/asset-system/asset-class.md
Original file line number Diff line number Diff line change
Expand Up @@ -102,5 +102,5 @@ public sealed class %%AssetName%%Asset : Asset // or AssetWithSource
}
```

> [!NOTE] Game projects
> Replace `StrideConfig.PackageName` with a string literal matching your game's package name (e.g. `"MyGame"`). The rest of the pattern is identical.
> [!NOTE]
> **For game projects:** replace `StrideConfig.PackageName` with a string literal matching your game's package name (e.g. `"MyGame"`). The rest of the pattern is identical.
4 changes: 2 additions & 2 deletions docs/asset-system/compiler.md
Original file line number Diff line number Diff line change
Expand Up @@ -126,5 +126,5 @@ Compiler classes live in the same assembly as the asset class. For engine assets

The `Prepare` method and build command shown above form the complete starting template for a new compiler. Copy both blocks, replace `%%AssetName%%` with your asset's PascalCase name, and fill in the property mapping inside `DoCommandOverride`.

> [!NOTE] Game projects
> For game-project custom assets, the compiler class lives in the game project itself. Add `<PackageReference Include="Stride.AssetCompiler" IncludeAssets="build;buildTransitive" />` to the game project's `.csproj` — this brings in the infrastructure that discovers and invokes the compiler; it does not change where the compiler class lives.
> [!NOTE]
> **For game-project custom assets:** the compiler class lives in the game project itself. Add `<PackageReference Include="Stride.AssetCompiler" IncludeAssets="build;buildTransitive" />` to the game project's `.csproj` — this brings in the infrastructure that discovers and invokes the compiler; it does not change where the compiler class lives.
4 changes: 2 additions & 2 deletions docs/asset-system/registration.md
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Expand Up @@ -88,8 +88,8 @@ sources/editor/Stride.Assets.Presentation/Templates/Assets/%%Group%%/%%AssetName

The directory name under `Assets/` does not have to match the `Group` string exactly — the directory is just for organisation. The file is embedded automatically via the wildcard include already present in `Stride.Assets.Presentation.csproj` — no manual `.csproj` edit is needed for engine assets.

> [!NOTE] Game projects
> For game-project custom assets, place the `.sdtpl` file anywhere under the project's `Templates/` folder, then register it in the `.sdpkg` file:
> [!NOTE]
> **For game-project custom assets:** place the `.sdtpl` file anywhere under the project's `Templates/` folder, then register it in the `.sdpkg` file:
>
> ```yaml
> TemplateFolders:
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4 changes: 2 additions & 2 deletions docs/asset-system/runtime-type.md
Original file line number Diff line number Diff line change
Expand Up @@ -55,5 +55,5 @@ public class %%AssetName%%
}
```

> [!NOTE] Game projects
> Game-project runtime types follow the same pattern. The assembly containing them is discovered automatically because the compiler app scans all assemblies referenced by the game project. No explicit `AssemblyRegistry.Register` call is required.
> [!NOTE]
> **For game projects:** game-project runtime types follow the same pattern. The assembly containing them is discovered automatically because the compiler app scans all assemblies referenced by the game project. No explicit `AssemblyRegistry.Register` call is required.
2 changes: 1 addition & 1 deletion docs/build/SDK-GUIDE.md
Original file line number Diff line number Diff line change
Expand Up @@ -374,7 +374,7 @@ Stride.Build.Sdk/Sdk/Sdk.targets (top)
| Windows | Direct3D11 | Direct3D11, Direct3D12,Vulkan |
| Linux | Vulkan | Vulkan |
| macOS | Vulkan | Vulkan |
| Android | VUlkan | Vulkan |
| Android | Vulkan | Vulkan |
| iOS | Vulkan | Vulkan |

**Graphics API defines** (added to `DefineConstants`):
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8 changes: 4 additions & 4 deletions docs/quantum/asset-graph.md
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Expand Up @@ -34,8 +34,8 @@ A property in a derived asset is in one of three states:

When a composite node (an object with children) is reset, all descendant nodes are also reset recursively.

> [!NOTE] Just adding a new asset type
> If your asset has no base/derived relationship and you are not implementing archetypes or prefab composition, the override model is invisible to you. `IsInherited` will always be `false` and `HasBase` will always be `false`. You do not need to understand this layer to add a new asset type.
> [!NOTE]
> **When just adding a new asset type:** if your asset has no base/derived relationship and you are not implementing archetypes or prefab composition, the override model is invisible to you. `IsInherited` will always be `false` and `HasBase` will always be `false`. You do not need to understand this layer to add a new asset type.

## `AssetPropertyGraph`

Expand Down Expand Up @@ -89,8 +89,8 @@ public class YourAssetPropertyGraphDefinition : AssetPropertyGraphDefinition

The `[AssetPropertyGraphDefinition(typeof(YourAsset))]` attribute is discovered automatically when the assembly is registered. No manual registration is needed beyond `AssetQuantumRegistry.RegisterAssembly()` in `Module.cs`.

> [!NOTE] Just adding a new asset type
> If all your asset's properties are plain data values (numbers, strings, lists of structs), you do not need an `AssetPropertyGraphDefinition`. Only provide one when your asset class has members that hold references to other content objects (Prefabs, Textures, Materials, etc.) that should remain as references rather than be embedded inline.
> [!NOTE]
> **When just adding a new asset type:** if all your asset's properties are plain data values (numbers, strings, lists of structs), you do not need an `AssetPropertyGraphDefinition`. Only provide one when your asset class has members that hold references to other content objects (Prefabs, Textures, Materials, etc.) that should remain as references rather than be embedded inline.

## `AssetQuantumRegistry`

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