From 8c800de8521d23772e98244a3e8b3dcc2dec050e Mon Sep 17 00:00:00 2001 From: andy5995 Date: Wed, 10 Oct 2018 00:01:59 -0500 Subject: [PATCH] workflow/.../project_org.rst:grammar * Filling in some missing words here "group assets as close to scenes as possible" * Also changing a comma to a semicolon --- .../workflow/project_setup/project_organization.rst | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/getting_started/workflow/project_setup/project_organization.rst b/getting_started/workflow/project_setup/project_organization.rst index 4c05bdd31..6c3216274 100644 --- a/getting_started/workflow/project_setup/project_organization.rst +++ b/getting_started/workflow/project_setup/project_organization.rst @@ -25,8 +25,9 @@ without metadata or an asset database. Unlike other engines, a lot of resource are contained within the scene itself, so the amount of files in the filesystem is considerably lower. -Considering that, the most common approach is to group assets close to scenes as, -when a project grows, it makes it more maintainable. +Considering that, the most common approach is to group assets as close +to scenes as possible; when a project grows, it makes it more +maintainable. As example, base sprite images, 3D model scenes or meshes, materials, etc. can usually be organized in a place, while a separate folder is used