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- {
- // ---- Enable/Disable platforms for the entire project. AssetProcessor will automatically add the current platform by default.
- // PLATFORM DEFINITIONS
- // [Platform (unique identifier)]
- // tags=(comma-seperated-tags)
- //
- // note: the 'identifier' of a platform is the word(s) following the "Platform" keyword (so [Platform pc] means identifier
- // is 'pc' for example. This is used to name its assets folder in the cache and should be used in your bootstrap.cfg
- // or your main.cpp to choose what assets to load for that particular platform.
- // Its primary use is to enable additional non-host platforms (Ios, android...) that are not the current platform.
- // note: 'tags' is a comma-seperated list of tags to tag the platform with that builders can inspect to decide what to do.
- // while builders can accept any tags you add in order to make decisions, common tags are
- // tools - this platform can host the tools and editor and such
- // renderer - this platform runs the client engine and renders on a GPU. If missing we could be on a server-only platform
- // mobile - a mobile platform such as a set top box or phone with limited resources
- // console - a console platform
- // server - a server platform of some kind, usually headless, no renderer.
- "Amazon": {
- "AssetProcessor": {
- "Settings": {
- "Platform pc": {
- "tags": "tools,renderer,dx12,vulkan"
- },
- "Platform es3": {
- "tags": "android,mobile,renderer,vulkan"
- },
- "Platform ios": {
- "tags": "mobile,renderer,metal"
- },
- "Platform osx_gl": {
- "tags": "tools,renderer,metal"
- },
- // this is an example of a headless platform that has no renderer.
- // To use this you would still need to make sure 'assetplatform' in your startup params in your main() chooses this 'server' platform as your server 'assets' flavor
- "Platform server": {
- "tags": "server,dx12,vulkan"
- },
- // this section allows you to turn on various platforms in addition to the host platform you're running on
- // 'enabled' is AUTOMATICALLY TRUE for the current platform that you are running on, so it is not necessary to force it to true for that platform
- // To enable any additional platform, just uncomment the appropriate line below.
- "Platforms": {
- //"pc": "enabled",
- //"es3": "enabled",
- //"ios": "enabled",
- //"osx_gl": "enabled",
- //"server": "enabled"
- },
- // ---- The number of worker jobs, 0 means use the number of Logical Cores
- "Jobs": {
- "minJobs": 1,
- "maxJobs": 0
- },
- // cacheServerAddress is the location of the asset server cache.
- // Currently for a network share server this would be the absolute file path to the network share folder.
- "Server": {
- //"cacheServerAddress": ""
- },
- // ---- add any metadata file type here that needs to be monitored by the AssetProcessor.
- // Modifying these meta file will cause the source asset to re-compile again.
- // They are specified in the following format
- // metadata extension=original extension to replace
- // if the metadata extension does not replace the original, then the original can be blank
- // so for example if your normal file is blah.tif and your metafile for that file is blah.tif.exportsettings
- // then your declaration would be exportsettings= ; ie, it would be blank
- // however if your metafile REPLACES the extension (for example, if you have the file blah.i_caf and its metafile is blah.exportsettings)
- // then you specify the original extension here to narrow the scope.
- // If a relative path to a specific file is provided instead of an extension, a change to the file will change all files
- // with the associated extension (e.g. Animations/SkeletonList.xml=i_caf will cause all i_caf files to recompile when
- // Animations/SkeletonList.xml within the current game project changes)
- "MetaDataTypes": {
- "animsettings": "i_caf",
- "Animations/SkeletonList.xml": "i_caf",
- "cbc": "abc",
- "fbx.assetinfo": "fbx"
- },
- // ---- add any folders to scan here. The priority order is the order they appear here
- // available macros are
- // @ROOT@ - the location of asset root
- // @PROJECTROOT@ - the location of the project root, for example 'Q:\MyProjects\RPGSample'
- // note that they are sorted by their 'order' value, and the lower the order the more important an asset is
- // lower order numbers override higher ones.
- // If specified, output will be prepended to every path found in that recognizer's watch folder.
- // Note that you can also make the scan folder platform specific by using the keywords include and exclude.
- // Both include and exclude can contain either platform tags, platform identifiers or both.
- // if no include is specified, all currently enabled platforms are included by default.
- // If includes ARE specified, it will be filtered down by the list of currently enabled platforms.
- // "ScanFolder (unique identifier)": {
- // "include": "(comma seperated platform tags or identifiers)",
- // "exclude": "(comma seperated platform tags or identifiers)"
- // }
- // For example if you want to include a scan folder only for platforms that have the platform tags tools and renderer
- // but omit it for platform osx_gl, you will have a scanfolder rule like
- // "ScanFolder (unique identifier)": {
- // "watch": "@ROOT@/foo",
- // "include": "tools, renderer",
- // "exclude": "osx_gl"
- // }
- "ScanFolder Game": {
- "watch": "@PROJECTROOT@",
- "display": "@PROJECTROOT@",
- "recursive": 1,
- "order": 0
- },
- // gems will be auto-added from 100 onwards
- "ScanFolder Root": {
- "watch": "@ROOT@",
- "recursive": 0,
- "order": 10000
- },
- "ScanFolder Engine": {
- "watch": "@ENGINEROOT@/Engine",
- "recursive": 1,
- "order": 20000
- },
- "ScanFolder Editor": {
- "watch": "@ENGINEROOT@/Editor",
- "output": "editor",
- "recursive": 1,
- "order": 30000,
- "include": "tools,renderer"
- },
- // Excludes files that match the pattern or glob
- // if you use a pattern, remember to escape your backslashes (\\)
- "Exclude _LevelBackups": {
- "pattern": ".*\\\\/Levels\\\\/.*\\\\/_savebackup\\\\/.*"
- },
- "Exclude _LevelAutoBackups": {
- "pattern": ".*\\\\/Levels\\\\/.*\\\\/_autobackup\\\\/.*"
- },
- "Exclude HoldFiles": {
- "pattern": ".*\\\\/Levels\\\\/.*_hold\\\\/.*"
- },
- // note that $ has meaning to regex, so we escape it.
- "Exclude TempFiles": {
- "pattern": ".*\\\\/\\\\$tmp[0-9]*_.*"
- },
- "Exclude AlembicCompressionTemplates": {
- "pattern": ".*\\\\/Presets\\\\/GeomCache\\\\/.*"
- },
- "Exclude TmpAnimationCompression": {
- "pattern": ".*\\\\/Editor\\\\/Tmp\\\\/AnimationCompression\\\\/.*"
- },
- "Exclude EventLog": {
- "pattern": ".*\\\\/Editor\\\\/.*eventlog\\\\.xml"
- },
- "Exclude GameGemsCode": {
- "pattern": ".*\\\\/Gem\\\\/Code\\\\/.*"
- },
- "Exclude GameGemsResources": {
- "pattern": ".*\\\\/Gem\\\\/Resources\\\\/.*"
- },
- "Exclude Private Certs": {
- "pattern": ".*\\DynamicContent\\\\/Certificates\\\\/Private\\\\/.*"
- },
- "Exclude CMakeLists": {
- "pattern": ".*\\\\/CMakeLists.txt"
- },
- "Exclude CMakeFiles": {
- "pattern": ".*\\\\/.*\\\\.cmake"
- },
- "Exclude User": {
- "pattern": ".*/[Uu]ser/.*"
- },
- "Exclude Build": {
- "pattern": ".*/[Bb]uild/.*"
- },
- // ------------------------------------------------------------------------------
- // Large Worlds Test
- // ------------------------------------------------------------------------------
- "Exclude Work In Progress Folders": {
- "pattern": ".*\\\\/WIP\\\\/.*"
- },
- "Exclude Content Source Folders": {
- "pattern": ".*\\\\/CONTENT_SOURCE\\\\/.*"
- },
- "Exclude Art Source Folders": {
- "pattern": ".*\\\\/ArtSource\\\\/.*"
- },
- //------------------------------------------------------------------------------
- // RC params mapping examples
- //------------------------------------------------------------------------------
- // note that productAssetType is a means of setting the output asset Type (as in AZ::Data::AssetType) of a simple job
- // and is the recommended way to specify that a certain kind of file (such as '*.myextension') becomes registered as the
- // actual UUID of that type in the engine itself.
- // Use a regex for matching files, same params for all platforms
- // "RC TGAs": {
- // "pattern": ".+\\\\.tga$",
- // "params": "/tga /texture"
- //}
- // Use a glob, have special params for es3 platform
- // "RC TIFFs": {
- // "glob": "*.tif",
- // "params": "/texture",
- // "es3": "/pvrt"
- //}
- // You can also modify a version to compile all matching files again
- // By default the version is empty
- // "RC tif": {
- // "glob": "*.tif",
- // "params": "\\someparams",
- // "version": 1.0
- //}
- // This will make the AssetProcessor compile all the .tif files again
- // you can also optionally supply a priority.
- // this is used to sort jobs when no other external circumstance sorts them
- // for example, copy jobs will be higher in priority than other jobs that are not copy jobs
- // however if they're both copy jobs or both not, and no other circumstances apply, then priority will be used.
- // default priority is zero if not specified
- // you can specify an option to skip processing for a file type based on the platform.
- // for example, if you dont want to process tif files for ios, you can make tif files
- // process on any platform except for ios:
- // "RC tif": {
- // "glob": "*.tif",
- // "params": "\\someparams",
- // "ios": "skip"
- //}
- // you can specify an option to output product dependencies for a copy job.
- // please note that you only need to set this option when cry code is required to parse the asset.
- // otherwise product dependencies will be output automatically by the CopyDependencyBuilder.
- // for example, if you want to output the product dependencies for font assets:
- // "RC font": {
- // "glob": "*.font",
- // "params": "copy",
- // "outputProductDependencies": true
- //}
- // you can also specify an option to make all jobs critical that matches some pattern/glob.
- // for example, if you want to make all png files critical than set critical to true.
- // Note that by default all copy jobs are critical.
- // Critical jobs are processed before non critical jobs and also prevent the runtime or editor from starting until they are all complete.
- // "RC png": {
- // "glob": "*.png",
- // "params": "\\someparams",
- // "critical": true
- //}
- // you can also specify an option to make all the job store in the asset server cache location if you are running AP in server mode.
- // For example, if you want to store all png jobs in the asset server cache location including their logs, you can set checkServer = true.
- // The client(i.e if you are running AP in non-server mode) will also check for this flag to know which jobs to fetch from the asset server cache location.
- // if unsucessful, it will process the job locally as usual.
- // "RC png": {
- // "glob": "*.png",
- // "params": "\\someparams",
- // "critical": true,
- // "checkServer": true
- //}
- // note that the FULL PATH to the file will be used as the match, not the relative path
- // so ensure start your patterns with .* or as appropriate.
- // Also, any rules which match will apply - so if you have two rules which both apply to PNG files for example
- // but you only want one, you might want to use exclusion patterns:
-
- //Example: process everything EXCEPT the ones in the libs/ui folder with these params
- // "RC png-normal": {
- // "pattern": "(?!.*libs\\\\/ui\\\\/).*\\.png",
- // "params": "/imagecompressor=CTSquish /streaming=0",
- // "lockSource": true
- //}
- //Example: Process everything in the libs/ui folder with linear color space
- // "RC png-ui": {
- // "pattern": "(.*libs\\\\/ui\\\\/).*\\.png",
- // "params": "/imagecompressor=CTSquish /streaming=0 /colorspace=linear,linear",
- // "lockSource": true
- //}
- // More example Regexes:
- // "pattern": "(?!(.*libs\\\\/ui\\\\/)|(.*editor\\\\/).*\\\\.png"
- // This pattern will not match anything with editor/ or libs/ui/ in it
- // "pattern": "((.*libs\\\\/ui\\\\/)|(.*editor\\\\/).*\\\\.png"
- // This pattern will only match anything with editor/ or libs/ui/ in it
- // Give every [Section Name] its own unique Name or else they will overwrite each other!
- "RC i_caf": {
- "glob": "*.i_caf",
- "params": "/cafAlignTracks=1 /animConfigFolder=Animations /skipdba=1 /refresh=1",
- // force server to send the 'pc' platform to RC.EXE so it compiles the same as PC.
- "server": "/cafAlignTracks=1 /animConfigFolder=Animations /skipdba=1 /refresh=1 /p=pc",
- "priority": 5,
- "productAssetType": "{6023CFF8-FCBA-4528-A8BF-6E0E10B9AB9C}"
- },
- "RC caf": {
- "glob": "*.caf",
- "params": "copy",
- "productAssetType": "{6023CFF8-FCBA-4528-A8BF-6E0E10B9AB9C}"
- },
- "RC mp4": {
- "glob": "*.mp4",
- "params": "copy",
- "productAssetType": "{DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}"
- },
- "RC mkv": {
- "glob": "*.mkv",
- "params": "copy",
- "productAssetType": "{DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}"
- },
- "RC webm": {
- "glob": "*.webm",
- "params": "copy",
- "productAssetType": "{DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}"
- },
- "RC mov": {
- "glob": "*.mov",
- "params": "copy",
- "productAssetType": "{DDFEE0B2-9E5A-412C-8C77-AB100E24C1DF}"
- },
- "RC bk2": {
- "glob": "*.bk2",
- "params": "copy",
- "productAssetType": "{BF4879B9-B893-41D2-80E9-24A7BDCD2B50}"
- },
- "RC img": {
- "glob": "*.img",
- "params": "copy"
- },
- "RC dba": {
- "glob": "*.dba",
- "params": "copy",
- "productAssetType": "{511562BE-65A5-4538-A5F1-AC685366243E}",
- "version": 2
- },
- "RC cgf": {
- "glob": "*.cgf",
- "params": "/VertexPositionFormat=exporter /VertexIndexFormat=u32",
- // on server, feed rc.exe the param /p=pc to force it to compile assets for server platform in pc format.
- "server": "/VertexPositionFormat=exporter /VertexIndexFormat=u32 /p=pc",
- "lockSource": true,
- "priority": 10
- // allow CGF files to compile first, so untextured models appear before their textures for faster startup
- // other available params: /SplitLODs=1
- },
- "RC surfaceTagNameList": {
- "glob": "*.surfaceTagNameList",
- "params": "copy",
- "productAssetType": "{A471B2A9-85FC-4993-842D-1881CBC03A2B}"
- },
- "RC gradImageSettings": {
- "glob": "*.gradimagesettings",
- "params": "copy",
- "productAssetType": "{B36FEB5C-41B6-4B58-A212-21EF5AEF523C}"
- },
- "RC fbx": {
- "glob": "*.fbx",
- // Priority set to 9 so its "before" things like materials but after things like actors and motions (which build using a proper AssetBuilderSDK builder and thus are not in this file)
- "priority": 9,
- "version": 5
- },
- "RC chr": {
- "glob": "*.chr",
- "params": "copy",
- "productAssetType": "{60161B46-21F0-4396-A4F0-F2CCF0664CDE}",
- "version": 2
- },
- "RC skin": {
- "glob": "*.skin",
- "params": "copy"
- },
- "RC cfi": {
- "glob": "*.cfi",
- "params": "copy"
- },
- "RC cfx": {
- "glob": "*.cfx",
- "params": "copy"
- },
- "RC cfr": {
- "glob": "*.cfr",
- "params": "copy"
- },
- // Warning: If you change the VertexIndexFormat, make sure you update the vtx_idx typedef in Code\CryEngine\CryCommon\ProjectDefines.h
- "RC abc": {
- "glob": "*.abc",
- "params": "/SkipFilesWithoutBuildConfig=0 /VertexIndexFormat=u32",
- "console": "/SkipFilesWithoutBuildConfig=0 /VertexIndexFormat=u32",
- "mobile": "/SkipFilesWithoutBuildConfig=0 /VertexIndexFormat=u16",
- "version": 3,
- "server": "skip"
- },
- "RC png-entityicon": {
- "pattern": "(.*EntityIcons\\\\/).*\\\\.png",
- "productAssetType": "{3436C30E-E2C5-4C3B-A7B9-66C94A28701B}",
- "params": "skip",
- "tools": "copy"
- },
- "RC usm": {
- "glob": "*.usm",
- "params": "copy",
- "server": "skip"
- },
- "RC animevents": {
- "glob": "*.animevents",
- "params": "copy",
- "productAssetType": "{C1D209C1-F81A-4586-A34E-1615995F9F3F}",
- "version": 2
- },
- "RC adb": {
- "glob": "*.adb",
- "params": "copy",
- "productAssetType": "{50908273-CA36-4668-9828-15DD5092F973}"
- },
- "RC bspace": {
- "glob": "*.bspace",
- "params": "copy"
- },
- "RC cdf": {
- "glob": "*.cdf",
- "params": "copy",
- "productAssetType": "{DF036C63-9AE6-4AC3-A6AC-8A1D76126C01}"
- },
- // note - this used to be skinnedMeshAsset but its now Character Definition File specific.
- // .skin has its own type.
- "RC chrparams": {
- "glob": "*.chrparams",
- "params": "copy",
- "productAssetType": "{4BBB785A-6824-4803-A607-F9323E7BEEF1}",
- "version": 2
- },
- "RC comb": {
- "glob": "*.comb",
- "params": "copy"
- },
- "RC dlg": {
- "glob": "*.dlg",
- "params": "copy"
- },
- "RC csv": {
- "glob": "*.csv",
- "params": "copy"
- },
- "RC json": {
- "glob": "*.json",
- "params": "copy"
- },
- "RC lmg": {
- "glob": "*.lmg",
- "params": "copy"
- },
- "RC smtl": {
- "glob": "*.smtl",
- "params": "copy"
- },
- "RC sub": {
- "glob": "*.sub",
- "params": "copy",
- "productAssetType": "{71F9D30E-13F7-40D6-A3C9-E5358004B31F}",
- "version": 2
- },
- "RC sbsar": {
- "glob": "*.sbsar",
- "params": "copy"
- },
- "RC loc.agsxml": {
- "glob": "*.loc.agsxml",
- "params": "copy",
- "version": 1
- },
- "RC node": {
- "glob": "*.node",
- "params": "copy"
- },
- "RC veg": {
- "glob": "*.veg",
- "params": "copy"
- },
- "RC dat": {
- "glob": "*.dat",
- "params": "copy"
- },
- "RC lut": {
- "glob": "*.lut",
- "params": "copy"
- },
- "RC txt": {
- "pattern": "^(?!.*PreloadLibs.txt).*\\\\.txt",
- "params": "copy"
- },
- "RC cal": {
- "glob": "*.cal",
- "params": "copy"
- },
- "RC grp": {
- "glob": "*.grp",
- "params": "copy",
- "productAssetType": "{7629EDD3-A361-49A2-B271-252127097D81}",
- "version": 2
- },
- "RC xls": {
- "glob": "*.xls",
- "params": "copy"
- },
- "RC ini": {
- "glob": "*.ini",
- "params": "copy"
- },
- "RC ttf": {
- "glob": "*.ttf",
- "params": "copy"
- },
- "RC otf": {
- "glob": "*.otf",
- "params": "copy"
- },
- "RC ext": {
- "glob": "*.ext",
- "params": "copy"
- },
- // Copy all pak files except level.pak, level.pak has its own builder.
- "RC pak": {
- "pattern": "^((?!\\\\/level\\\\.pak).)*\\\\.pak$",
- "params": "copy"
- },
- "RC ctc": {
- "glob": "*.ctc",
- "params": "copy"
- },
- "RC uiprefab": {
- "glob": "*.uiprefab",
- "params": "copy",
- "server": "skip"
- },
- "RC sprite": {
- "glob": "*.sprite",
- "params": "copy",
- "server": "skip"
- },
- "RC bin": {
- "glob": "*.bin",
- "params": "copy"
- },
- "RC inputbindings": {
- "glob": "*.inputbindings",
- "params": "copy",
- "productAssetType": "{25971C7A-26E2-4D08-A146-2EFCC1C36B0C}"
- },
- "RC physmaterial": {
- "glob": "*.physmaterial",
- "params": "copy",
- "productAssetType": "{9E366D8C-33BB-4825-9A1F-FA3ADBE11D0F}"
- },
- "RC ocm": {
- "glob": "*.ocm",
- "params": "copy"
- },
- // Feature tests use the raw .tif files for the golden image comparison
- "RC goldenimages": {
- "pattern": ".*GoldenImages\\\\/.*\\\\.tif",
- "params": "copy",
- "server": "skip"
- },
- // Copy over certificates for use with FileDataSource
- "RC CertificatePEM": {
- "glob": "*.pem",
- "params": "copy"
- },
- // Copy over certificates for use with Dynamic Content
- "RC CertificateDER": {
- "glob": "*.der",
- "params": "copy"
- },
- "RC PhysXMeshAsset": {
- "glob": "*.pxmesh",
- "params": "copy",
- "productAssetType": "{7A2871B9-5EAB-4DE0-A901-B0D2C6920DDB}"
- },
- // Copy over cooked PhysX heightfield
- "RC PhysX HeightField": {
- "glob": "*.pxheightfield",
- "params": "copy",
- "productAssetType": "{B61189FE-B2D7-4AF1-8951-CB5C0F7834FC}"
- },
- "RC filetag": {
- "glob": "*.filetag",
- "params": "copy",
- "productAssetType": "{F3BE5CAB-85B7-44B7-9495-863863F6B267}"
- },
- // Precompiled shader srg
- "RC azsrg": {
- "glob": "*.azsrg",
- "params": "copy",
- "productAssetType": "{F8C9F4AE-3F6A-45AD-B4FB-0CA415FCC2E1}"
- },
- // Precompiled shader variant
- "RC azshadervariant": {
- "glob": "*.azshadervariant",
- "params": "copy",
- "productAssetType": "{9F4D654B-4439-4C61-8DCD-F1C7C5560768}"
- }
- }
- }
- }
- }
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