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Cleanup the Creator Manual section #41

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3 changes: 1 addition & 2 deletions docs/03_manual/02_creator/00_intro.md
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# Creator Manual
In this section you will learn how to create and customize projects for Ethereal Engine.

_This page will contain an Introduction to the Creator Manual._
<!-- TODO: This page will contain an Introduction to the Creator Manual. -->
11 changes: 7 additions & 4 deletions docs/03_manual/02_creator/01_concepts/01_editorScenes.md
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# Scene Studio

Navigating to `/studio` will show you the projects page, where you can open existing projects or create a new one.
Navigating to the `/studio` route in any Ethereal Engine deployment will show you the projects page, where you can open existing projects or create a new one.
> _eg: When the engine is hosted at `dev.etherealengine.com`, the studio would be accessed from `dev.etherealengine.com/studio`_

Opening a project will open the editor, from which a scene can be loaded.
Opening a project will open the editor, from which you can then load any scenes contained in your project.

The scene consists of a list of 'components' which are the various features, templates & prefabs. These are what you would normally expect in a scene studio, such as models, colliders and audio, but a wide range of integrations are supported such as portals to let you traverse between worlds.
Each scene consists of a list of **Components** which are the various features, templates & prefabs that you would normally expect in a scene studio _(such as models, colliders, audio, etc)_.
A wide range of other integrations are also supported _(eg: portals to let you traverse between worlds)_.

Scenes can be saved by pressing `Ctrl+S` in your keyboard, or by navigating to the save option in the Hamburger menu located at the top-left of the editor's screen.

To save a scene with Ctrl+S or in the top left Hamburger menu.
19 changes: 12 additions & 7 deletions docs/03_manual/02_creator/01_concepts/02_locations.md
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# Locations & Instances

Locations can be thought of as instantiations of scene. This is how you connect your scene to a shared session.

Locations can be loaded via the `/location/<locationName>` route, where `locationName` is the name of the location. By default, the locations `default`, `apartment` and `sky-station` are added.
**Locations** can be thought of as instantiations of a scene.
They allow scenes to be connected to a session that can be shared between multiple devices at the same time.

An **instance** is an individual session running at a location, in which users are connected together in real time. This allows the deployment to scale events and locations to potentially millions of concurrent users without having to support them all on a single instance.

There are two types of instances: **world** instances and **media** instances. World instances handle the spatial objects in the scene, such as avatars, vehicles and grabbables. Media instances handle realtime audio, video and screenshare.
There are two types of instances:
- **World** instances: Handle the spatial objects in the scene.
_(such as avatars, vehicles and grabbables)_
- **Media** instances: Handle realtime audio, video and screenshare.

Media instances can be tied to a location, or exist ephemerally as a group call (called `parties`).

Media instances can be tied to a location, or exist ephemerally as a group call, called parties.
Instances can also be customised with the `matchmaker` functionality to create private rooms.

Instances can also be customised with the 'matchmaker' functionality to create private rooms.
Locations can be loaded via the `/location/<locationName>` route, where `locationName` is the name of the location.
Ethereal Engine always adds locations `default`, `apartment` and `sky-station` by default to new projects.

Adding a new location is done from `/admin/locations` route, and live instances can be viewed from `/admin/instances`.
Adding a new location is done from the `/admin/locations` route, and live instances can be viewed from `/admin/instances`.

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