Complete review of "Manual" Section of documentations


There are several broken links and images I found in the “Manual” section, I think I checked all pages in the “Manual” section, I specify each page and put a quote from part of that page so it would be easier for you to find them. @britzl

  1. In page broken link

If you run into any problems starting the editor, opening a project or running a Defold game please refer to the Linux section of the FAQ.

  1., the manual in this link is moved to another place so it’s better to change the link to that page.

An animation set resource contains a list of .dae files or other .animationset files from where to read animations. Adding one .animationset files to another is handy if you share partial sets of animations between several models. See the 3D graphics manual for details.

  1., link to an existing page but not existing anchor

A common pitfall occurs when working with collection proxies - please refer for this section of the input manual for more information.

  1., link to an existing page but not existing anchor

You can also write engine logs to a file and access this once the application has been shut down. You can read more about how to enable and access the log in the Debugging manual.

  1., link to an existing page but not existing anchor

Setting swap_interval is done by sending a message to the system socket: swap_interval

  1., broken link

To run an animation during runtime you use the sprite.play_flipbook() function. See below for an example.

same page, link to an existing page but not existing anchor

To run an animation during runtime you use the gui.play_flipbook() function. See below for an example.

the same page, there is a gap in the middle of the page:

7. , wrong anchor

This can easily be achieved in Defold using the render script and the Fixed Projection set to a suitable zoom value.

  1., broken anchor

See Compression Types below for more details

  1., broken anchor

Call collectionfactory.create() when you want to spawn objects

  1., broken link

See set_time_step for more details

  1., two broken link

12., broken anchor

Joints can currently only be created programmatically using physics.create_joint() :

  1., broken anchor

when you have a sound component set up properly, you can cause it to play its sound by calling :

  1., broken anchor

Spine nodes can be controlled in runtime through script. To start an animation on a node, simply call the gui.play_spine() function:

  1., broken link

To change this behavior, either supply your own modified render script, or use a camera library.

  1., broken anchor

Gamepads (as supported through the operating system and mapped in the gamepads file)

two broken link

the pointer over example or the button example to learn more

  1., all debugger control buttons images

16., broken anchor

but optional platform specific configuration is done in the “game.project” project settings file.

same page, broken anchor

Creating an HTML5 application bundle as well as optional setup is documented in the HTML5 manual.

17., broken anchor

While the game is running, you can use hot reloading as usual

  1., broken anchor

See the HTML5 manual for details on how to customize your bundled app


and lifecycle hooks



Brilliant! Thanks! I will start fixing these on Monday.



I’ve pushed fixes for everything but the debugging icons. I’ll also add automatic broken link checks.

1 Like


I think debugging icons can all be looks like icons in this page



The problem was that the debugger icons are svg and they will take up all available space unless a size is set. I’ve fixed it now though.

1 Like