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@@ -1,8 +1,11 @@
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-# Project settings
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+---
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+title: Defold project settings
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+brief: This manual describes how project specific settings work in Defold.
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+---
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-This manual describes how project specific Defold settings work.
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+# Project settings
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-The file "game.project" contains all project wide settings. It must stay in the root of the project and must be named "game.project". The first thing the engine does when starting up and launching your game is looking for this file.
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+The file *game.project* contains all project wide settings. It must stay in the root of the project and must be named *game.project*. The first thing the engine does when starting up and launching your game is looking for this file.
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Every setting in the file belongs to a category. The format of the file is simple text and can be edited by any standard text editor. The format looks like this:
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Every setting in the file belongs to a category. The format of the file is simple text and can be edited by any standard text editor. The format looks like this:
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@@ -23,13 +26,13 @@ main_collection = /main/main.collectionc
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which means that the setting *main_collection* belongs to the *bootstrap* category.
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which means that the setting *main_collection* belongs to the *bootstrap* category.
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Whenever a file reference is used, like the example above, the path needs to be appended with a 'c' character, which means you're referencing the compiled version of the file.
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Whenever a file reference is used, like the example above, the path needs to be appended with a 'c' character, which means you're referencing the compiled version of the file.
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-Also note that your project root is treated as the real root, which is why there is an initial '/' in the setting path.
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+Also note that the folder containing *game.project* will be the project root, which is why there is an initial '/' in the setting path.
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-Below are all the available settings, arranged by section. Some settings are not yet exposed in the settings editor (these are marked "hidden setting" below), but can be set manually by right clicking "game.project" and selecting "Open With > Text Editor".
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+Below are all the available settings, arranged by section. Some settings are not yet exposed in the settings editor (these are marked "hidden setting" below), but can be set manually by right clicking "game.project" and selecting <kbd>Open With ▸ Text Editor</kbd>.
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## Setting config values on engine startup
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## Setting config values on engine startup
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-When the engine starts, it is possible to provide config values from the command line that override the "game.project" settings:
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+When the engine starts, it is possible to provide config values from the command line that override the *game.project* settings:
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```bash
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```bash
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# Specify a bootstap collection
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# Specify a bootstap collection
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@@ -39,7 +42,7 @@ $ dmengine --config=bootstrap.main_collection=/my.collectionc
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$ dmengine --config=test.my_value=4711
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$ dmengine --config=test.my_value=4711
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```
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```
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-Custom values can (just as any other config value) be read with [sys.get_config()](/ref/sys/#sys.get_config).
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+Custom values can---just as any other config value---be read with [`sys.get_config()`](/ref/sys/#sys.get_config).
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## Project
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## Project
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@@ -50,7 +53,7 @@ version
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: The version of the application.
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: The version of the application.
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write_log
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write_log
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-: When checked the engine will write a log file "log.txt" in the project root. When running on iOS, the log file can be accessed through iTunes and the *Apps* tab and the *File Sharing* section. On Android, the file is stored in the apps external storage. When running the "dmengine" development app, you can view the log with:
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+: When checked the engine will write a log file *log.txt* in the project root. When running on iOS, the log file can be accessed through iTunes and the *Apps* tab and the *File Sharing* section. On Android, the file is stored in the apps external storage. When running the *dmengine* development app, you can view the log with:
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```bash
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```bash
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$ adb shell cat /mnt/sdcard/Android/data/com.defold.dmengine/files/log.txt
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$ adb shell cat /mnt/sdcard/Android/data/com.defold.dmengine/files/log.txt
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@@ -66,8 +69,7 @@ custom_resources (hidden setting)
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: A comma separated list of resources that will be included in the project. If directories are specified, all files and directories in that directory are recursively included.
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: A comma separated list of resources that will be included in the project. If directories are specified, all files and directories in that directory are recursively included.
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bundle_resources (hidden setting)
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bundle_resources (hidden setting)
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-: A directory containing resource files and folders that should be copied as-is into the resulting package when bundling. The directory is specified with an absolute path from the project root, for example "/res". The resource directory should contain subfolders named by `platform`, or `architecure-platform`. Supported platforms are `ios`, `android` and `osx`. Supported arc-platform pairs are `armv7-ios`, `arm64-ios`, `armv7-android` and `x86_64-osx`. A subfolder named `common` is also allowed, containing resource files common for all platforms.
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-
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+: A directory containing resource files and folders that should be copied as-is into the resulting package when bundling. The directory is specified with an absolute path from the project root, for example `/res`. The resource directory should contain subfolders named by `platform`, or `architecure-platform`. Supported platforms are `ios`, `android` and `osx`. Supported arc-platform pairs are `armv7-ios`, `arm64-ios`, `armv7-android` and `x86_64-osx`. A subfolder named `common` is also allowed, containing resource files common for all platforms.
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## Bootstrap
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## Bootstrap
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@@ -77,25 +79,21 @@ main_collection
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render
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render
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: Which render file to use, which defines the render pipeline, `/builtins/render/default.renderc` by default.
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: Which render file to use, which defines the render pipeline, `/builtins/render/default.renderc` by default.
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-
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## Library
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## Library
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include_dirs
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include_dirs
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: A space separated list of directories that should be shared from your project via library sharing.
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: A space separated list of directories that should be shared from your project via library sharing.
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-
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## Script
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## Script
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shared_state
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shared_state
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-: Check to share a single LUA state between all script types, checked by default.
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-
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+: Check to share a single Lua state between all script types, checked by default.
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## Tracking
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## Tracking
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app_id
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app_id
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: A unique tracking ID for this project. The project tracking ID an be found on the project dashboard.
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: A unique tracking ID for this project. The project tracking ID an be found on the project dashboard.
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-
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## Display
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## Display
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width
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width
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@@ -114,7 +112,7 @@ fullscreen
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: Check if the application should start full screen. If unchecked, the application runs windowed.
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: Check if the application should start full screen. If unchecked, the application runs windowed.
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update_frequency
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update_frequency
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-: Frame update frequency, `60` by default. Valid values are `60`, `30`, `20`, `15`, `12`, `10`, `6`, `5`, `4`, `3`, `2` and `1`.
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+: Frame update frequency, `60` by default. Valid values are `60`, `30`, `20`, `15`, `12`, `10`, `6`, `5`, `4`, `3`, `2` or `1`.
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variable_dt
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variable_dt
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: Check if time step should be measured against actual time or be fixed (set to *update_frequency*).
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: Check if time step should be measured against actual time or be fixed (set to *update_frequency*).
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@@ -125,7 +123,6 @@ display_profiles
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dynamic_orientation
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dynamic_orientation
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: Check if the app should dynamically switch between portrait and landscape on device rotation. Note that the development app does not currently respect this setting.
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: Check if the app should dynamically switch between portrait and landscape on device rotation. Note that the development app does not currently respect this setting.
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-
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## Physics
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## Physics
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type
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type
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@@ -138,7 +135,7 @@ debug
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: Check if physics should be visualized for debugging.
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: Check if physics should be visualized for debugging.
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debug_alpha
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debug_alpha
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-: Alpha component value for visualized physics, `0` -- `1`. `0.9` by default.
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+: Alpha component value for visualized physics, `0`--`1`. The value is `0.9` by default.
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world_count
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world_count
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: Max number of concurrent physics worlds, `4` by default (careful, they waste memory).
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: Max number of concurrent physics worlds, `4` by default (careful, they waste memory).
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@@ -150,7 +147,7 @@ gravity_z
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: World gravity along z-axis, `0` by default.
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: World gravity along z-axis, `0` by default.
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scale
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scale
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-: How to scale the physics worlds in relation to the game world for numerical precision, `0.01` -- `1`. `0.02` by default.
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+: How to scale the physics worlds in relation to the game world for numerical precision, `0.01`--`1`. The value is `0.02` by default.
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debug_scale
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debug_scale
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: How big to draw unit objects in physics, like triads and normals, `30` by default.
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: How big to draw unit objects in physics, like triads and normals, `30` by default.
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@@ -164,7 +161,6 @@ max_contacts
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contact_impulse_limit
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contact_impulse_limit
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: Ignore contact impulses with values less than this setting, `0` by default.
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: Ignore contact impulses with values less than this setting, `0` by default.
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-
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## Graphics
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## Graphics
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default_texture_min_filter
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default_texture_min_filter
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@@ -179,7 +175,6 @@ max_debug_vertices
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texture_profiles
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texture_profiles
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: The texture profiles file to use for this project, `/builtins/graphics/default.texture_profiles` by default.
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: The texture profiles file to use for this project, `/builtins/graphics/default.texture_profiles` by default.
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-
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## Input
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## Input
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repeat_delay
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repeat_delay
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@@ -194,7 +189,6 @@ gamepads
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game_binding
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game_binding
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: File reference of the input config file, which maps hardware inputs to actions, `/input/game.input_bindingc` by default.
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: File reference of the input config file, which maps hardware inputs to actions, `/input/game.input_bindingc` by default.
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-
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## Resource
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## Resource
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http_cache
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http_cache
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@@ -206,23 +200,20 @@ uri
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max_resources
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max_resources
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: The max number of resources that can be loaded at the same time, `1024` by default.
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: The max number of resources that can be loaded at the same time, `1024` by default.
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-
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## Network
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## Network
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http_timeout
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http_timeout
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: The HTTP timeout in seconds. Set to `0` to disable timeout, which is the default.
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: The HTTP timeout in seconds. Set to `0` to disable timeout, which is the default.
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-
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## Collection
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## Collection
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max_instances
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max_instances
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: Max number of game object instances in a collection, `1024` by default.
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: Max number of game object instances in a collection, `1024` by default.
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-
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## Sound
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## Sound
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gain
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gain
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-: Global gain (volume), `0` -- `1`, `1` by default.
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+: Global gain (volume), `0`--`1`, The value is `1` by default.
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max_sound_data
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max_sound_data
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: Max number of different sounds, `128` by default.
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: Max number of different sounds, `128` by default.
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@@ -236,7 +227,6 @@ max_sound_sources
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max_sound_instances
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max_sound_instances
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: Max number of concurrent sound instances, `256` by default.
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: Max number of concurrent sound instances, `256` by default.
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-
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## Sprite
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## Sprite
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max_count
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max_count
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@@ -245,19 +235,16 @@ max_count
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subpixels
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subpixels
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: Check to allow sprites to appear unaligned with respect to pixels, checked by default.
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: Check to allow sprites to appear unaligned with respect to pixels, checked by default.
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-
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## Spine
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## Spine
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max_count
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max_count
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: Max number of spine models, `128` by default.
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: Max number of spine models, `128` by default.
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-
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## GUI
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## GUI
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max_count
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max_count
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: Max number of GUI components, `64` by default.
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: Max number of GUI components, `64` by default.
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-
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## Label
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## Label
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max_count
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max_count
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@@ -266,7 +253,6 @@ max_count
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sub_pixels
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sub_pixels
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: Check to allow lables to appear unaligned with respect to pixels, checked by default.
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: Check to allow lables to appear unaligned with respect to pixels, checked by default.
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-
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## Particle FX
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## Particle FX
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max_emitter_count
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max_emitter_count
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@@ -275,32 +261,28 @@ max_emitter_count
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max_particle_count
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max_particle_count
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: The max number of concurrent particles, `1024` by default.
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: The max number of concurrent particles, `1024` by default.
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-
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## Collection proxy
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## Collection proxy
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max_count
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max_count
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: Max number of collection proxies, `8` by default.
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: Max number of collection proxies, `8` by default.
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-
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## Collection factory
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## Collection factory
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max_count
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max_count
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: Max number of collection factories, `128` by default.
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: Max number of collection factories, `128` by default.
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-
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## Factory
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## Factory
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max_count
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max_count
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: Max number of game object factories, `128` by default.
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: Max number of game object factories, `128` by default.
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-
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## iOS
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## iOS
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app_icon_WxH
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app_icon_WxH
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-: Image file to use as application icon at given width and height dimensions W × H.
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+: Image file to use as application icon at given width and height dimensions `W` × `H`.
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launch_image_WxH
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launch_image_WxH
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-: Image file to use as application launch image for resolution width and height dimensions W × H. Note that iOS selects the display resolution based on the launch image.
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+: Image file to use as application launch image for resolution width and height dimensions `W` × `H`. Note that iOS selects the display resolution based on the launch image.
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pre_rendered_icons
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pre_rendered_icons
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: (iOS 6 and earlier) Check if your icons are pre-rendered. If this is unchecked the icons will get a glossy highlight added automatically.
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: (iOS 6 and earlier) Check if your icons are pre-rendered. If this is unchecked the icons will get a glossy highlight added automatically.
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@@ -311,16 +293,15 @@ bundle_identifier
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infoplist
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infoplist
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: If specified, use this info.plist file when bundling your app.
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: If specified, use this info.plist file when bundling your app.
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-
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## Android
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## Android
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app_icon_WxH
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app_icon_WxH
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-: Image file to use as application icon at given width and height dimensions W × H.
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+: Image file to use as application icon at given width and height dimensions `W` × `H`.
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version_code
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version_code
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: An integer value indicating the version of the app. Increase the value for each subsequent update.
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: An integer value indicating the version of the app. Increase the value for each subsequent update.
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-push_icon_NNN
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+push_icon_SIZE
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: Image files to be used as custom push notification icon on Android. The icons will automatically be used for both local or remote push notifications. If not set the application icon will be used by default.
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: Image files to be used as custom push notification icon on Android. The icons will automatically be used for both local or remote push notifications. If not set the application icon will be used by default.
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push_field_title
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push_field_title
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@@ -344,7 +325,6 @@ iap_provider
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input_method
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input_method
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: Specifies which method to use to get keyboard input on Android devices. Valid options are `KeyEvent` (old method) and `HiddenInputField` (new). `KeyEvent` by default.
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: Specifies which method to use to get keyboard input on Android devices. Valid options are `KeyEvent` (old method) and `HiddenInputField` (new). `KeyEvent` by default.
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-
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## OS X
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## OS X
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app_icon
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app_icon
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@@ -356,13 +336,11 @@ infoplist
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bundle_identifier
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bundle_identifier
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: The bundle identifier lets OS X recognize updates to your app. Your bundle ID must be registered with Apple and be unique to your app. You cannot use the same identifier for both iOS and OS X apps.
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: The bundle identifier lets OS X recognize updates to your app. Your bundle ID must be registered with Apple and be unique to your app. You cannot use the same identifier for both iOS and OS X apps.
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-
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## Windows
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## Windows
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app_icon
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app_icon
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: Image file to use as application icon on Windows.
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: Image file to use as application icon on Windows.
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-
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## HTML5
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## HTML5
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set_custom_heap_size
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set_custom_heap_size
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@@ -394,7 +372,6 @@ archive_location_suffix
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appid (hidden setting)
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appid (hidden setting)
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: The application id as issued by Facebook.
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: The application id as issued by Facebook.
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-
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## IAP
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## IAP
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auto_finish_transactions
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auto_finish_transactions
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