From 67e1849bd4c885a5771e47f71efaaffc281787b3 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Tue, 15 Aug 2023 12:14:01 +0200 Subject: [PATCH] Add missing tutorials to documentation classes (cherry picked from commit 469c462b763efe1acff65441a23964b0cbdba0bf) --- doc/classes/ArrayOccluder3D.xml | 1 + doc/classes/AudioStreamMicrophone.xml | 1 + doc/classes/BoxOccluder3D.xml | 1 + doc/classes/CPUParticles3D.xml | 1 + doc/classes/CameraAttributesPhysical.xml | 1 + doc/classes/Control.xml | 1 + doc/classes/CryptoKey.xml | 1 + doc/classes/DirectionalLight3D.xml | 3 ++- doc/classes/EditorExportPlatform.xml | 1 + doc/classes/EditorVCSInterface.xml | 1 + doc/classes/Environment.xml | 2 +- doc/classes/FogVolume.xml | 1 + doc/classes/GPUParticles3D.xml | 1 + doc/classes/GeometryInstance3D.xml | 1 + doc/classes/Label3D.xml | 1 + doc/classes/Light3D.xml | 1 + doc/classes/LightmapGI.xml | 1 + doc/classes/MeshDataTool.xml | 1 + doc/classes/MultiMesh.xml | 3 ++- doc/classes/MultiMeshInstance3D.xml | 2 +- doc/classes/NavigationMesh.xml | 2 +- doc/classes/Occluder3D.xml | 1 + doc/classes/OccluderInstance3D.xml | 1 + doc/classes/OmniLight3D.xml | 1 + doc/classes/PolygonOccluder3D.xml | 1 + doc/classes/QuadOccluder3D.xml | 1 + doc/classes/RenderingDevice.xml | 2 +- doc/classes/SphereOccluder3D.xml | 1 + doc/classes/SpotLight3D.xml | 1 + doc/classes/SurfaceTool.xml | 1 + doc/classes/TextMesh.xml | 1 + doc/classes/VideoStream.xml | 1 + doc/classes/VideoStreamPlayer.xml | 1 + doc/classes/VoxelGI.xml | 2 +- doc/classes/X509Certificate.xml | 1 + doc/classes/XRAnchor3D.xml | 1 + doc/classes/XRInterfaceExtension.xml | 1 + doc/classes/XRNode3D.xml | 1 + doc/classes/XRPose.xml | 1 + platform/android/doc_classes/EditorExportPlatformAndroid.xml | 1 + platform/ios/doc_classes/EditorExportPlatformIOS.xml | 1 + platform/web/doc_classes/EditorExportPlatformWeb.xml | 1 + 42 files changed, 44 insertions(+), 7 deletions(-) diff --git a/doc/classes/ArrayOccluder3D.xml b/doc/classes/ArrayOccluder3D.xml index 0210ffbc968..d2693cd5dcc 100644 --- a/doc/classes/ArrayOccluder3D.xml +++ b/doc/classes/ArrayOccluder3D.xml @@ -8,6 +8,7 @@ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/AudioStreamMicrophone.xml b/doc/classes/AudioStreamMicrophone.xml index 0c740745a88..9f4ed5267bd 100644 --- a/doc/classes/AudioStreamMicrophone.xml +++ b/doc/classes/AudioStreamMicrophone.xml @@ -8,6 +8,7 @@ [b]Note:[/b] [member ProjectSettings.audio/driver/enable_input] must be [code]true[/code] for audio input to work. See also that setting's description for caveats related to permissions and operating system privacy settings. + $DOCS_URL/tutorials/audio/recording_with_microphone.html https://github.com/godotengine/godot-demo-projects/tree/master/audio/mic_record diff --git a/doc/classes/BoxOccluder3D.xml b/doc/classes/BoxOccluder3D.xml index ab35af2244b..a7ea865d338 100644 --- a/doc/classes/BoxOccluder3D.xml +++ b/doc/classes/BoxOccluder3D.xml @@ -8,6 +8,7 @@ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/CPUParticles3D.xml b/doc/classes/CPUParticles3D.xml index f02b7578f8f..85ede2dde6e 100644 --- a/doc/classes/CPUParticles3D.xml +++ b/doc/classes/CPUParticles3D.xml @@ -8,6 +8,7 @@ See also [GPUParticles3D], which provides the same functionality with hardware acceleration, but may not run on older devices. + $DOCS_URL/tutorials/3d/particles/index.html diff --git a/doc/classes/CameraAttributesPhysical.xml b/doc/classes/CameraAttributesPhysical.xml index 8cab882f240..585e8578131 100644 --- a/doc/classes/CameraAttributesPhysical.xml +++ b/doc/classes/CameraAttributesPhysical.xml @@ -10,6 +10,7 @@ [b]Note:[/b] Depth of field blur is only supported in the Forward+ and Mobile rendering methods, not Compatibility. + $DOCS_URL/tutorials/3d/physical_light_and_camera_units.html diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml index e20651b1ee9..5f4e4989c21 100644 --- a/doc/classes/Control.xml +++ b/doc/classes/Control.xml @@ -19,6 +19,7 @@ $DOCS_URL/tutorials/ui/index.html $DOCS_URL/tutorials/2d/custom_drawing_in_2d.html $DOCS_URL/tutorials/ui/control_node_gallery.html + $DOCS_URL/tutorials/rendering/multiple_resolutions.html https://github.com/godotengine/godot-demo-projects/tree/master/gui diff --git a/doc/classes/CryptoKey.xml b/doc/classes/CryptoKey.xml index 31e4cf19365..70a8ca0844e 100644 --- a/doc/classes/CryptoKey.xml +++ b/doc/classes/CryptoKey.xml @@ -8,6 +8,7 @@ They can be used to generate a self-signed [X509Certificate] via [method Crypto.generate_self_signed_certificate] and as private key in [method StreamPeerTLS.accept_stream] along with the appropriate certificate. + $DOCS_URL/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index 0da4343c26a..ea4da9f29aa 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -7,7 +7,8 @@ A directional light is a type of [Light3D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight3D transform (origin) is ignored. Only the basis is used to determine light direction. - $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html diff --git a/doc/classes/EditorExportPlatform.xml b/doc/classes/EditorExportPlatform.xml index bd15e6158eb..921e4e3a391 100644 --- a/doc/classes/EditorExportPlatform.xml +++ b/doc/classes/EditorExportPlatform.xml @@ -8,5 +8,6 @@ Used in scripting by [EditorExportPlugin] to configure platform-specific customization of scenes and resources. See [method EditorExportPlugin._begin_customize_scenes] and [method EditorExportPlugin._begin_customize_resources] for more details. + Console support in Godot diff --git a/doc/classes/EditorVCSInterface.xml b/doc/classes/EditorVCSInterface.xml index 233a3b3c3c1..bc738b5ef14 100644 --- a/doc/classes/EditorVCSInterface.xml +++ b/doc/classes/EditorVCSInterface.xml @@ -7,6 +7,7 @@ Defines the API that the editor uses to extract information from the underlying VCS. The implementation of this API is included in VCS plugins, which are GDExtension plugins that inherit [EditorVCSInterface] and are attached (on demand) to the singleton instance of [EditorVCSInterface]. Instead of performing the task themselves, all the virtual functions listed below are calling the internally overridden functions in the VCS plugins to provide a plug-n-play experience. A custom VCS plugin is supposed to inherit from [EditorVCSInterface] and override each of these virtual functions. + $DOCS_URL/tutorials/best_practices/version_control_systems.html diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml index f09ea463c52..10ea32337f7 100644 --- a/doc/classes/Environment.xml +++ b/doc/classes/Environment.xml @@ -12,7 +12,7 @@ $DOCS_URL/tutorials/3d/environment_and_post_processing.html - $DOCS_URL/tutorials/3d/high_dynamic_range.html + $DOCS_URL/tutorials/3d/high_dynamic_range.html https://godotengine.org/asset-library/asset/123 https://godotengine.org/asset-library/asset/110 https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/FogVolume.xml b/doc/classes/FogVolume.xml index 8904fe6782f..9dd00b49758 100644 --- a/doc/classes/FogVolume.xml +++ b/doc/classes/FogVolume.xml @@ -9,6 +9,7 @@ [b]Note:[/b] [FogVolume]s only have a visible effect if [member Environment.volumetric_fog_enabled] is [code]true[/code]. If you don't want fog to be globally visible (but only within [FogVolume] nodes), set [member Environment.volumetric_fog_density] to [code]0.0[/code]. + $DOCS_URL/tutorials/3d/volumetric_fog.html diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml index 7e2873487b3..c86a2227c6d 100644 --- a/doc/classes/GPUParticles3D.xml +++ b/doc/classes/GPUParticles3D.xml @@ -8,6 +8,7 @@ Use the [code]process_material[/code] property to add a [ParticleProcessMaterial] to configure particle appearance and behavior. Alternatively, you can add a [ShaderMaterial] which will be applied to all particles. + $DOCS_URL/tutorials/3d/particles/index.html $DOCS_URL/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml index edf2f9e18a0..b416daa48e2 100644 --- a/doc/classes/GeometryInstance3D.xml +++ b/doc/classes/GeometryInstance3D.xml @@ -7,6 +7,7 @@ Base node for geometry-based visual instances. Shares some common functionality like visibility and custom materials. + $DOCS_URL/tutorials/3d/visibility_ranges.html diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml index 79e96d0d45e..27cb509781c 100644 --- a/doc/classes/Label3D.xml +++ b/doc/classes/Label3D.xml @@ -7,6 +7,7 @@ A node for displaying plain text in 3D space. By adjusting various properties of this node, you can configure things such as the text's appearance and whether it always faces the camera. + $DOCS_URL/tutorials/3d/3d_text.html diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index 26b97edc25b..292019a5757 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -8,6 +8,7 @@ $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/LightmapGI.xml b/doc/classes/LightmapGI.xml index 2b7875a939d..0ac846e46e3 100644 --- a/doc/classes/LightmapGI.xml +++ b/doc/classes/LightmapGI.xml @@ -12,6 +12,7 @@ [b]Note:[/b] If no custom lightmappers are installed, [LightmapGI] can only be baked when using the Vulkan backend (Forward+ or Mobile), not OpenGL. + $DOCS_URL/tutorials/3d/global_illumination/using_lightmap_gi.html diff --git a/doc/classes/MeshDataTool.xml b/doc/classes/MeshDataTool.xml index 3b208f1fb72..645cfb5464a 100644 --- a/doc/classes/MeshDataTool.xml +++ b/doc/classes/MeshDataTool.xml @@ -49,6 +49,7 @@ [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. + $DOCS_URL/tutorials/3d/procedural_geometry/meshdatatool.html diff --git a/doc/classes/MultiMesh.xml b/doc/classes/MultiMesh.xml index c92b462bdb3..2bf5d2806b3 100644 --- a/doc/classes/MultiMesh.xml +++ b/doc/classes/MultiMesh.xml @@ -12,8 +12,9 @@ [b]Note:[/b] Blend Shapes will be ignored if used in a MultiMesh. - $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html + $DOCS_URL/tutorials/3d/using_multi_mesh_instance.html $DOCS_URL/tutorials/performance/using_multimesh.html + $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html diff --git a/doc/classes/MultiMeshInstance3D.xml b/doc/classes/MultiMeshInstance3D.xml index f4b80460701..79b3e7d03e9 100644 --- a/doc/classes/MultiMeshInstance3D.xml +++ b/doc/classes/MultiMeshInstance3D.xml @@ -8,9 +8,9 @@ This is useful to optimize the rendering of a high number of instances of a given mesh (for example trees in a forest or grass strands). - $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html $DOCS_URL/tutorials/3d/using_multi_mesh_instance.html $DOCS_URL/tutorials/performance/using_multimesh.html + $DOCS_URL/tutorials/performance/vertex_animation/animating_thousands_of_fish.html diff --git a/doc/classes/NavigationMesh.xml b/doc/classes/NavigationMesh.xml index 98b4f6e0891..6aafd30f421 100644 --- a/doc/classes/NavigationMesh.xml +++ b/doc/classes/NavigationMesh.xml @@ -7,8 +7,8 @@ A navigation mesh is a collection of polygons that define which areas of an environment are traversable to aid agents in pathfinding through complicated spaces. - https://godotengine.org/asset-library/asset/124 $DOCS_URL/tutorials/navigation/navigation_using_navigationmeshes.html + https://godotengine.org/asset-library/asset/124 diff --git a/doc/classes/Occluder3D.xml b/doc/classes/Occluder3D.xml index afd2873021c..2a7e3aafad1 100644 --- a/doc/classes/Occluder3D.xml +++ b/doc/classes/Occluder3D.xml @@ -8,6 +8,7 @@ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/OccluderInstance3D.xml b/doc/classes/OccluderInstance3D.xml index cdaee3ff0d2..939205b5bfb 100644 --- a/doc/classes/OccluderInstance3D.xml +++ b/doc/classes/OccluderInstance3D.xml @@ -12,6 +12,7 @@ [b]Note:[/b] Due to memory constraints, occlusion culling is not supported by default in Web export templates. It can be enabled by compiling custom Web export templates with [code]module_raycast_enabled=yes[/code]. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/OmniLight3D.xml b/doc/classes/OmniLight3D.xml index 6bd549a361b..fd15404b112 100644 --- a/doc/classes/OmniLight3D.xml +++ b/doc/classes/OmniLight3D.xml @@ -10,6 +10,7 @@ $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html diff --git a/doc/classes/PolygonOccluder3D.xml b/doc/classes/PolygonOccluder3D.xml index aab6c5c6d0d..998f60a5bcf 100644 --- a/doc/classes/PolygonOccluder3D.xml +++ b/doc/classes/PolygonOccluder3D.xml @@ -8,6 +8,7 @@ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/QuadOccluder3D.xml b/doc/classes/QuadOccluder3D.xml index d1706ba6a0b..c7f27ccdd94 100644 --- a/doc/classes/QuadOccluder3D.xml +++ b/doc/classes/QuadOccluder3D.xml @@ -8,6 +8,7 @@ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/RenderingDevice.xml b/doc/classes/RenderingDevice.xml index f557dc2fdd5..071020d9a0a 100644 --- a/doc/classes/RenderingDevice.xml +++ b/doc/classes/RenderingDevice.xml @@ -11,7 +11,7 @@ [b]Note:[/b] [RenderingDevice] is not available when running in headless mode or when using the Compatibility rendering method. - https://docs.godotengine.org/en/latest/tutorials/shaders/compute_shaders.html + $DOCS_URL/tutorials/shaders/compute_shaders.html diff --git a/doc/classes/SphereOccluder3D.xml b/doc/classes/SphereOccluder3D.xml index 174ee54f175..b8fc5cd9b0e 100644 --- a/doc/classes/SphereOccluder3D.xml +++ b/doc/classes/SphereOccluder3D.xml @@ -8,6 +8,7 @@ See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling. + $DOCS_URL/tutorials/3d/occlusion_culling.html diff --git a/doc/classes/SpotLight3D.xml b/doc/classes/SpotLight3D.xml index 4c4ce435270..87baf9286d4 100644 --- a/doc/classes/SpotLight3D.xml +++ b/doc/classes/SpotLight3D.xml @@ -10,6 +10,7 @@ $DOCS_URL/tutorials/3d/lights_and_shadows.html + $DOCS_URL/tutorials/3d/global_illumination/faking_global_illumination.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/SurfaceTool.xml b/doc/classes/SurfaceTool.xml index bf868f42e62..24fed46a9e7 100644 --- a/doc/classes/SurfaceTool.xml +++ b/doc/classes/SurfaceTool.xml @@ -28,6 +28,7 @@ [b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes. + $DOCS_URL/tutorials/3d/procedural_geometry/surfacetool.html https://godotengine.org/asset-library/asset/676 diff --git a/doc/classes/TextMesh.xml b/doc/classes/TextMesh.xml index e1999c5f6a5..c661d9af955 100644 --- a/doc/classes/TextMesh.xml +++ b/doc/classes/TextMesh.xml @@ -9,6 +9,7 @@ The UV layout is arranged in 4 horizontal strips, top to bottom: 40% of the height for the front face, 40% for the back face, 10% for the outer edges and 10% for the inner edges. + $DOCS_URL/tutorials/3d/3d_text.html diff --git a/doc/classes/VideoStream.xml b/doc/classes/VideoStream.xml index 9460f819f54..a8529bbdad5 100644 --- a/doc/classes/VideoStream.xml +++ b/doc/classes/VideoStream.xml @@ -7,6 +7,7 @@ Base resource type for all video streams. Classes that derive from [VideoStream] can all be used as resource types to play back videos in [VideoStreamPlayer]. + $DOCS_URL/tutorials/animation/playing_videos.html diff --git a/doc/classes/VideoStreamPlayer.xml b/doc/classes/VideoStreamPlayer.xml index 6ba2e425577..3181be1d49a 100644 --- a/doc/classes/VideoStreamPlayer.xml +++ b/doc/classes/VideoStreamPlayer.xml @@ -10,6 +10,7 @@ [b]Warning:[/b] On Web, video playback [i]will[/i] perform poorly due to missing architecture-specific assembly optimizations. + $DOCS_URL/tutorials/animation/playing_videos.html diff --git a/doc/classes/VoxelGI.xml b/doc/classes/VoxelGI.xml index a019eac910c..91ccb09dfa2 100644 --- a/doc/classes/VoxelGI.xml +++ b/doc/classes/VoxelGI.xml @@ -11,7 +11,7 @@ [b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh. To further prevent light leaks, you can also strategically place temporary [MeshInstance3D] nodes with their [member GeometryInstance3D.gi_mode] set to [constant GeometryInstance3D.GI_MODE_STATIC]. These temporary nodes can then be hidden after baking the [VoxelGI] node. - $DOCS_URL/tutorials/3d/global_illumination/using_voxel_gi.html + $DOCS_URL/tutorials/3d/global_illumination/using_voxel_gi.html https://godotengine.org/asset-library/asset/678 diff --git a/doc/classes/X509Certificate.xml b/doc/classes/X509Certificate.xml index 05a9d522f0c..5586a857a7d 100644 --- a/doc/classes/X509Certificate.xml +++ b/doc/classes/X509Certificate.xml @@ -8,6 +8,7 @@ They can be used as the server certificate in [method StreamPeerTLS.accept_stream] (along with the proper [CryptoKey]), and to specify the only certificate that should be accepted when connecting to a TLS server via [method StreamPeerTLS.connect_to_stream]. + $DOCS_URL/tutorials/networking/ssl_certificates.html diff --git a/doc/classes/XRAnchor3D.xml b/doc/classes/XRAnchor3D.xml index 9b7ed38c80d..03e4f38d6a7 100644 --- a/doc/classes/XRAnchor3D.xml +++ b/doc/classes/XRAnchor3D.xml @@ -9,6 +9,7 @@ Keep in mind that, as long as plane detection is enabled, the size, placing and orientation of an anchor will be updated as the detection logic learns more about the real world out there especially if only part of the surface is in view. + $DOCS_URL/tutorials/xr/index.html diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml index 0a29e91f67c..51ac81825e2 100644 --- a/doc/classes/XRInterfaceExtension.xml +++ b/doc/classes/XRInterfaceExtension.xml @@ -7,6 +7,7 @@ External XR interface plugins should inherit from this class. + $DOCS_URL/tutorials/xr/index.html diff --git a/doc/classes/XRNode3D.xml b/doc/classes/XRNode3D.xml index 0b51edada58..f7f43777e69 100644 --- a/doc/classes/XRNode3D.xml +++ b/doc/classes/XRNode3D.xml @@ -7,6 +7,7 @@ This node can be bound to a specific pose of a [XRPositionalTracker] and will automatically have its [member Node3D.transform] updated by the [XRServer]. Nodes of this type must be added as children of the [XROrigin3D] node. + $DOCS_URL/tutorials/xr/index.html diff --git a/doc/classes/XRPose.xml b/doc/classes/XRPose.xml index cf7091f9662..d7b41a271df 100644 --- a/doc/classes/XRPose.xml +++ b/doc/classes/XRPose.xml @@ -8,6 +8,7 @@ Orientation, location, linear velocity and angular velocity are all provided for each pose by the XR runtime. This object contains this state of a pose. + $DOCS_URL/tutorials/xr/index.html diff --git a/platform/android/doc_classes/EditorExportPlatformAndroid.xml b/platform/android/doc_classes/EditorExportPlatformAndroid.xml index 9d68cb78f6f..a05e178750e 100644 --- a/platform/android/doc_classes/EditorExportPlatformAndroid.xml +++ b/platform/android/doc_classes/EditorExportPlatformAndroid.xml @@ -8,6 +8,7 @@ $DOCS_URL/tutorials/export/exporting_for_android.html $DOCS_URL/tutorials/export/android_custom_build.html + $DOCS_URL/tutorials/platform/index.html diff --git a/platform/ios/doc_classes/EditorExportPlatformIOS.xml b/platform/ios/doc_classes/EditorExportPlatformIOS.xml index b37868e543d..590866ac317 100644 --- a/platform/ios/doc_classes/EditorExportPlatformIOS.xml +++ b/platform/ios/doc_classes/EditorExportPlatformIOS.xml @@ -7,6 +7,7 @@ $DOCS_URL/tutorials/export/exporting_for_ios.html + $DOCS_URL/tutorials/platform/ios/index.html diff --git a/platform/web/doc_classes/EditorExportPlatformWeb.xml b/platform/web/doc_classes/EditorExportPlatformWeb.xml index 6e5a2ac078f..04df995e421 100644 --- a/platform/web/doc_classes/EditorExportPlatformWeb.xml +++ b/platform/web/doc_classes/EditorExportPlatformWeb.xml @@ -7,6 +7,7 @@ $DOCS_URL/tutorials/export/exporting_for_web.html + $DOCS_URL/tutorials/platform/web/index.html