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docs/en/manuals/extender-local-setup.md

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cp ${TMP_DIR}/$(ls ${TMP_DIR} | grep server-${EXTENDER_VERSION}.jar) ${APPLICATION_DIR}/extender.jar
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cp ${TMP_DIR}/$(ls ${TMP_DIR} | grep manifestmergetool-${MANIFESTMERGETOOL_VERSION}.jar) ${APPLICATION_DIR}/manifestmergetool.jar
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```
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7. __Start the server__ - We can now start the server by running the docker compose main command:
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6. __Start the server__ - We can now start the server by running the docker compose main command:
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```sh
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docker compose -p extender -f server/docker/docker-compose.yml --profile <profile> up
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```

docs/en/manuals/factory.md

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If you set *max_instances* to 1024 and have 24 manually placed game objects in your main collection, you can spawn an additional 1000 game objects. As soon as you delete a game object, you are free to spawn another instance.
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## Pooling of game objects
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It may seem like a good idea to save spawned game objects in a pool and reuse them. However, the engine is already doing object pooling under the hood so additional overhead will only slow things down. It is both faster and cleaner to delete game objects and spawn new ones.

docs/en/manuals/gui.md

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-- get the new texture file assigned to the texture with id 'theme'
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print(go.get("#gui", "textures", { key = "theme" })) -- /assets/mytheme.atlas
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end
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```
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## Dependencies
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The resource tree in a Defold game is static so any dependencies that you need for your GUI nodes need to be added to the component. The *Outline* groups all dependencies by type under "folders":

docs/en/manuals/importing-graphics.md

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![gui](images/graphics/gui.png)
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Learn more about GUIs in the [GUI manual](/manuals/gui).
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Learn more about GUIs in the [GUI manual](/manuals/gui).

docs/en/manuals/importing-models.md

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![Model in Blender](images/model/blender.png)
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## Importing to Defold
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To import the model, simply drag and drop the *.gltf* file or *.dae* file and the corresponding texture image into the *Assets Pane* somewhere.
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![Imported model assets](images/model/assets.png)
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## Using a model
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Once you have the model imported into Defold you can use it in a [Model component](/manuals/model).
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* Animation clips in Collada are not supported. To use multiple animations per model, export them into separate *.dae* files and gather the files into an *.animationset* file in Defold.
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### Requirements
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When you export a model it's good to know that we don't yet support all features.
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Currently known issues/not supported features from the glTF format:
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![Export UV layout result](images/model/blender_export_uv_layout_result.png)
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### Exporting using Blender
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You export your model using the Export menu option. Select the model before you select the Export menu option and check "Selection Only" to only export the model.
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![Exporting using Blender](images/model/blender_export.png)
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docs/en/manuals/mesh.md

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Refer to the [forum announcement post for more information](https://forum.defold.com/t/mesh-component-in-defold-1-2-169-beta/65137) on how to use the Mesh component, including sample projects and code snippets.
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## Frustum culling
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Mesh components are not automatically culled due to their dynamic nature and the fact that it is not possible to know for sure how the positional data is encoded. In order to cull a mesh the axis-aligned bounding box of the mesh needs to be set as meta data on the buffer using 6 floats (AABB min/max):
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buffer.set_metadata(buf, hash("AABB"), { 0, 0, 0, 1, 1, 1 }, buffer.VALUE_TYPE_FLOAT32)
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```
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## Material constants
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{% include shared/material-constants.md component='mesh' variable='tint' %}

docs/en/manuals/optimization-battery.md

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## Disable accelerometer
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If you are creating a mobile game which doesn't make use of the device accelerometer it is recommended to [disable it in *game.project*](/manuals/project-settings/#use-accelerometer) to reduce the number of generated input events.
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# Platform specific optimizations
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## Android Device Performance Framework

docs/en/manuals/optimization-size.md

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Playable ads are usually limited to between 2 and 5 MB depending on the ad network.
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## Size optimization strategies
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Defold will create a dependency tree when building and bundling your application. The build system will start from the bootstrap collection specified in the *game.project* file and inspect every referenced collection, game object and component to build a list of the assets that are in use. It is only these assets that will get included in the final application bundle. Anything not directly referenced will get excluded. While it is good to know that unused assets will not be included you as a developer still needs to consider what goes into the final application and the size of the individual assets and the total size of the application bundle.
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## Optimize engine size
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A quick way to reduce the engine size is to remove functionality in the engine that you do not use. This is done [application manifest file](https://defold.com/manuals/app-manifest/) where it is possible to remove engine components that you do not need. Examples:
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* Image loaded - If your game does not manually load and decode images using `image.load()`
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* BasisU - If your game has few textures, compare the build size without BasisU (removed via app manifest) and without texture compression versus a build with BasisU and compressed textures. For games with limited textures, it might be more beneficial to reduce the binary size and skip texture compression. Additionally, not using the transcoder can lower the amount of memory required to run your game.
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## Optimize asset size
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The biggest wins in terms of asset size optimizations are usually gained by reducing the size of sounds and textures.
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### Optimize fonts
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The size of your fonts will be smaller if you specify what symbols you are going to use and set this in [Characters](/manuals/font/#properties) instead of using the All Chars checkbox.
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### Exclude content for download on demand
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Excluded content can be anything from entire levels to unlockable characters, skins, weapons or vehicles. If your game has a lot of content, organize the loading process so that the bootstrap collection and the first level collection include the bare minimum resources required for that level. You achieve this by using collection proxies or factories with the "Exclude" checkbox enabled. Split resources according to the player's progress. This approach ensures efficient resource loading and keeps initial memory usage low. Learn more in the [Live Update manual](/manuals/live-update/).
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## Android specific size optimizations
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docs/en/manuals/optimization-speed.md

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### Prehash message and action ids
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## Frustum culling
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docs/en/manuals/physics-shapes.md

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# Scaling collision shapes
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# Rotating collision shapes
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## Rotating collision shapes in 3D physics

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