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Finish introduction and faq
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Thibault Gouala committed Feb 13, 2018
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2 changes: 1 addition & 1 deletion sphinx/source/api/index.rst
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.Profile API
.Peek API
=============

.. toctree::
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19 changes: 19 additions & 0 deletions sphinx/source/general/faq.rst
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.. _doc_general_faq:

Frequently Asked Questions
==========================

Is .Peek representative of the final platform build
---------------------------------------------------

.Peek is primarly focusing on tracking down what is included in your build and how it influences the size of it over time. The size reported for each asset is not necessarily representative of the final size of your build once it is fully packaged for the platform it is meant to run on. For example, the size of the final IPA produced for IOS is far different from the sum of the assets copied to the XCode project before it is compiled. But the size reported at the end of each Unity build is consistent with the previous builds. So it still gives you a nice overview of what was added, and how it influenced the size of the build.

Can .Peek be used on Continous Integration server
-------------------------------------------------

Yes ! And you are strongly recommended to do so. By specifying a path relative to your unity project in .Peek settings, all your build reports can be generated on the CI and can be archived next to your other artifacts.

Can I use .Peek reports outside of .Peek interface
--------------------------------------------------

.Peek reports are in open JSON format. They can be parsed efficiently and used anywhere you find it useful. You could for example render them in your own web interface. .Peek lastest version will always update the older build reports to the newest format, ensuring your build reports stay relevant at any time.
47 changes: 47 additions & 0 deletions sphinx/source/general/introduction.rst
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.. _doc_about_intro:

Introduction
============

This page aims at giving a broad presentation of the tool and of the contents of this documentation, so that you know where to start if you are a beginner or where to look if you need info on a specific feature.

About .Peek
-----------

Most of Unity projects requires a large amount of assets (textures, plugins, prefabs,…). These assets have a direct impact on the size of your build and the performance of your game. Tracking these assets to ensure your project stays up to quality standards and does not become a nightmare to maintain is very hard, especially when you are working in a team of people with different background.

.Peek is here to support you in quickly identifying the usual suspect, before it becomes a real problem. It is a must have for any development team who wants to control what goes into their build and react on time when undesirable assets are integrated to the project.

Here a list of the core features :

* Automatically generate and archive a build report each time a build is performed.
* Provide a nice interface to quickly jump between build reports and compare the content of each build.
* Provides a list of unused assets for each builds.
* Provide the possibility to share build reports on a VCS, or to save it in different location for each team members.
* Possibility to run build generation silently or to totally shut it off.
* Very responsive UI thanks to the usage of threads that does not block Unity main thread.

About the documentation
-----------------------

This documentation is continuously written, corrected, edited and revamped by members of the .Peek team and
community. It is edited via text files in the `reStructuredText <http://www.sphinx-doc.org/en/stable/rest.html>`_ markup
language and then compiled into a static website/offline document using the open source
`Sphinx <http://www.sphinx-doc.org>`_ and `ReadTheDocs <https://readthedocs.org/>`_ tools.

.. note:: You can contribute to .Peek's documentation by opening issues through
`YouTrack <https://wellfired.myjetbrains.com/youtrack/issues/DPeek>`_
or sending patches via pull requests on its GitHub
`source repository <https://github.com/WellFiredDevelopment/dotPeekDocumentation>`_.

Organisation of the documentation
---------------------------------

This documentation is organised in five sections, the way it is split up should be relatively intuitive:

- The :ref:`sec-general` section contains this introduction as well as general information on the tool It also contains
the :ref:`doc_faq`.
- The :ref:`sec-learn` section is the the main entry point of this documentation, as it contains all the necessary
information on using the tool.
- Finally, the :ref:`sec-class-ref` is the documentation of the .Command API. It is generated automatically from a
files in the main repository, and the generated files of the documentation are therefore not meant to be modified.
19 changes: 15 additions & 4 deletions sphinx/source/index.rst
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.Peek Documentation
===================

The table of contents below and in the sidebar should let you easily access the
documentation for your topic of interest. You can also use the search function
in the top left corner.
Welcome to the official documentation for .Peek, a Unity editor tool that allows you to automatically generate a report of the assets included into your builds and keep a eye on the history of the evolution of your project in a nicely integrated and responsive interface.
We recommend you read the :ref:`introduction page <doc_about_intro>` to get an overview of what this documentation
has to offer.

The table of contents below and in the sidebar should let you easily access the documentation for your topic of
interest. You can also use the search function in the top left corner.

.. note:: Notice something wrong with our documentation? Feel free to submit
a pull request.
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The main documentation for the site is organized into the following sections:

.. toctree::
:maxdepth: 1
:caption: General
:name: sec-general

general/introduction
general/faq

.. toctree::
:maxdepth: 1
:caption: Class API reference
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..
.. * :ref:`genindex`
.. * :ref:`modindex`
.. * :ref:`search`
.. * :ref:`search`

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