diff --git a/pages/en/1_getting-started/6_scenes.md b/pages/en/1_getting-started/6_scenes.md index 664b26a..d306014 100644 --- a/pages/en/1_getting-started/6_scenes.md +++ b/pages/en/1_getting-started/6_scenes.md @@ -18,6 +18,14 @@ We're going to rebuild our movie set from before but using a scene instead of wr Add another component, this time of type `Behavior` and select `CharacterBehavior` as the class to use. +
**NOTE**, while in the *Scene Editor*, you can click on an Actor that's visible in the scene view, and modify their `position`, `rotation`, and `scale` by using the **MOVE**, **ROTATE**, and **SCALE** tools offered by the toolbar at the top. Choosing the **LOCAL** checkbox, will make all transformations effect the selected actor according to it's *local* axis, instead of it's *global* axis. +
***HOWEVER,*** it is important to remember that while rotating an object based on it's local axis in the scene view may work, using the function `this.actor.rotateLocal` in an actor's behavior will not reproduce the same results on an actor who does not have a parent assigned to it. *In other words*: If your game object is at the **root** of the scene then `rotateLocal` is equivalent to `rotate`. +
Click anywhere in the scene tree to unselect the actor you just created. Create another actor named `Camera Man` and place it in (0, 0, 5). diff --git a/public/images/MoveRotateScale_Toolbar.png b/public/images/MoveRotateScale_Toolbar.png new file mode 100644 index 0000000..84bad52 Binary files /dev/null and b/public/images/MoveRotateScale_Toolbar.png differ