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Эх сурвалжийг харах

Update project-settings.md

Björn Ritzl 3 сар өмнө
parent
commit
58e29d90c3

+ 75 - 78
docs/en/manuals/project-settings.md

@@ -97,8 +97,7 @@ Loading bundle resources is covered in more detail in the [File Access manual](/
 
 #### Bundle Exclude Resources
 `bundle_exclude_resources`
-A comma separated list of resources that should not be included in the bundle.
-That is, they're removed from the result of the collection of the `bundle_resources` step.
+A comma separated list of resources that should not be included in the bundle. That is, they're removed from the result of the collection of the `bundle_resources` step.
 
 ---
 
@@ -122,43 +121,42 @@ A space separated list of directories that should be shared from your project vi
 ### Script
 
 #### Shared State
-Check to share a single Lua state between all script types, unchecked by default.
+Check to share a single Lua state between all script types.
 
 ---
 
 ### Engine
 
 #### Run While Iconified
-Allow the engine to continue running while the application window is iconified (desktop platforms only), `false` by default.
+Allow the engine to continue running while the application window is iconified (desktop platforms only).
 
 #### Fixed Update Frequency
-The update frequency of the `fixed_update(self, dt)` lifecycle function. In Hertz. 60 by default.
+The update frequency of the `fixed_update(self, dt)` lifecycle function. In Hertz.
 
 #### Max Time Step
-If the time step becomes too large during a single frame, it will be capped to this max value. Seconds. 0.5 by default.
+If the time step becomes too large during a single frame, it will be capped to this max value. Seconds.
 
 ---
 
 ### Display
 
 #### Width
-The width in pixels of the application window, `960` by default.
+The width in pixels of the application window.
 
 #### Height
-The height in pixels of the application window, `640` by default.
+The height in pixels of the application window.
 
 #### High Dpi
 Creates a high dpi back buffer on displays that support it. Typically the game will render in double the resolution than what is set in the *Width* and *Height* settings, which will still be the logical resolution used in scripts and properties.
 
 #### Samples
-How many samples to use for super sampling anti-aliasing. It sets the GLFW_FSAA_SAMPLES window hint. It is `0` by default, which means that anti-aliasing is turned off.
+How many samples to use for super sampling anti-aliasing. It sets the GLFW_FSAA_SAMPLES window hint. A value of `0` means that anti-aliasing is turned off.
 
 #### Fullscreen
 Check if the application should start full screen. If unchecked, the application runs windowed.
 
 #### Update Frequency
-The desired frame rate in Hertz. Set to 0 for variable frame rate. A value larger than 0 will result in a fixed frame rate capped at runtime towards the actual frame rate (which means that you cannot update the game loop twice in an engine frame). Use [`sys.set_update_frequency(hz)`](https://defold.com/ref/stable/sys/?q=set_update_frequency#sys.set_update_frequency:frequency) to change this value at runtime.
-This setting also works in headless builds.
+The desired frame rate in Hertz. Set to 0 for variable frame rate. A value larger than 0 will result in a fixed frame rate capped at runtime towards the actual frame rate (which means that you cannot update the game loop twice in an engine frame). Use [`sys.set_update_frequency(hz)`](https://defold.com/ref/stable/sys/?q=set_update_frequency#sys.set_update_frequency:frequency) to change this value at runtime. This setting also works in headless builds.
 
 #### Swap interval
 This integer value controls how the application deals with vsync. 0 disables vsync, and the default value is 1. When using an OpenGL adapter, this value sets the number of frames the window should [update between buffer swaps](https://www.khronos.org/opengl/wiki/Swap_Interval). For Vulkan, there is no built-in concept of swap interval, the value instead controls if vsync should be enabled or not.
@@ -190,74 +188,74 @@ Clear color alpha channel, used by the render script and when the window is crea
 ### Physics
 
 #### Type
-Which type of physics to use, `2D` (default) or `3D`.
+Which type of physics to use, `2D` or `3D`.
 
 #### Gravity X
-World gravity along x-axis, `0` by default.
+World gravity along x-axis. In meters per second.
 
 #### Gravity Y
-World gravity along y-axis, `-10` by default (natural gravity)
+World gravity along y-axis. In meters per second.
 
 #### Gravity Z
-World gravity along z-axis, `0` by default.
+World gravity along z-axis. In meters per second.
 
 #### Debug
 Check if physics should be visualized for debugging.
 
 #### Debug Alpha
-Alpha component value for visualized physics, `0`--`1`. The value is `0.9` by default.
+Alpha component value for visualized physics, `0`--`1`.
 
 #### World Count
 Max number of concurrent physics worlds, `4` by default. If you load more than 4 worlds simultaneously through collection proxies you need to increase this value. Be aware that each physics world allocates a fair amount of memory.
 
 #### Scale
-Tells the physics engine how to scale the physics worlds in relation to the game world for numerical precision, `0.01`--`1.0`. If the value is set to `0.02`, it means that the physics engine will view 50 units as 1 meter ($1 / 0.02$). The default value is `1.0`.
+Tells the physics engine how to scale the physics worlds in relation to the game world for numerical precision, `0.01`--`1.0`. If the value is set to `0.02`, it means that the physics engine will view 50 units as 1 meter ($1 / 0.02$).
 
 #### Allow Dynamic Transforms
-Check if the physics engine should apply the transform of a game object to any attached collision object components. This can be used to move, scale and rotate collision shapes, even those that are dynamic. `true` by default.
+Check if the physics engine should apply the transform of a game object to any attached collision object components. This can be used to move, scale and rotate collision shapes, even those that are dynamic.
 
 #### Use Fixed Timestep
-Check if the physics engine should use fixed and framerate independent updates. Use this setting in combination with the `fixed_update(self, dt)` lifecycle function and the `engine.fixed_update_frequency` project setting to interact with the physics engine at regular intervals. For new projects the recommended setting is `true`. `false` by default
+Check if the physics engine should use fixed and framerate independent updates. Use this setting in combination with the `fixed_update(self, dt)` lifecycle function and the `engine.fixed_update_frequency` project setting to interact with the physics engine at regular intervals. For new projects the recommended setting is `true`.
 
 #### Debug Scale
-How big to draw unit objects in physics, like triads and normals, `30` by default.
+How big to draw unit objects in physics, like triads and normals.
 
 #### Max Collisions
-How many collisions that will be reported back to the scripts, `64` by default.
+How many collisions that will be reported back to the scripts.
 
 #### Max Contacts
-How many contact points that will be reported back to the scripts, `128` by default.
+How many contact points that will be reported back to the scripts.
 
 #### Contact Impulse Limit
-Ignore contact impulses with values less than this setting, `0.0` by default.
+Ignore contact impulses with values less than this setting.
 
 #### Ray Cast Limit 2d
-The max number of 2d ray cast requests per frame. `64` by default.
+The max number of 2d ray cast requests per frame.
 
 #### Ray Cast Limit 3d
-The max number of 3d ray cast requests per frame. `128` by default.
+The max number of 3d ray cast requests per frame.
 
 #### Trigger Overlap Capacity
-The maximum number of overlapping physics triggers. `16` by default.
+The maximum number of overlapping physics triggers.
 
 ---
 
 ### Graphics
 
 #### Default Texture Min Filter
-Specifies which filtering to use for minification filtering, `linear` by default.
+Specifies which filtering to use for minification filtering.
 
 #### Default Texture Mag Filter
-Specifies which filtering to use for magnification filtering, `linear` by default.
+Specifies which filtering to use for magnification filtering.
 
 #### Max Draw Calls
-The max number of render calls, `1024` by default.
+The max number of render calls.
 
 #### Max Characters:
-The number of characters preallocated in the text rendering buffer, i.e. the number of characters that can be displayed each frame, `8192` by default.
+The number of characters preallocated in the text rendering buffer, i.e. the number of characters that can be displayed each frame.
 
 #### Max Debug Vertices
-The maximum number of debug vertices. Used for physics shape rendering among other things, `10000` by default.
+The maximum number of debug vertices. Used for physics shape rendering among other things.
 
 #### Texture Profiles
 The texture profiles file to use for this project, `/builtins/graphics/default.texture_profiles` by default.
@@ -266,20 +264,20 @@ The texture profiles file to use for this project, `/builtins/graphics/default.t
 Verify the return value after each graphics call and report any errors in the log.
 
 #### OpenGL Version Hint
-OpenGL context version hint. If a specific version is selected, this will be used as the minimum version required (does not apply to OpenGL ES). Defaults to OpenGL 3.3.
+OpenGL context version hint. If a specific version is selected, this will be used as the minimum version required (does not apply to OpenGL ES).
 
 #### OpenGL Core Profile Hint
-Set the 'core' OpenGL profile hint when creating the context. The core profile removes all deprecated features from OpenGL, such as immediate mode rendering. Does not apply to OpenGL ES. `true` by default.
+Set the 'core' OpenGL profile hint when creating the context. The core profile removes all deprecated features from OpenGL, such as immediate mode rendering. Does not apply to OpenGL ES.
 
 ---
 
 ### Input
 
 #### Repeat Delay
-Seconds to wait before a held down input should start repeating itself, `0.5` by default.
+Seconds to wait before a held down input should start repeating itself.
 
 #### Repeat Interval
-Seconds to wait between each repetition of a held down input, `0.2` by default.
+Seconds to wait between each repetition of a held down input.
 
 #### Gamepads
 File reference of the gamepads config file, which maps gamepad signals to OS, `/builtins/input/default.gamepads` by default.
@@ -288,27 +286,27 @@ File reference of the gamepads config file, which maps gamepad signals to OS, `/
 File reference of the input config file, which maps hardware inputs to actions, `/input/game.input_binding` by default.
 
 #### Use Accelerometer
-Check to make the engine receive accelerator input events each frame. Disabling accelerometer input may give some performance benefit, checked by default.
+Check to make the engine receive accelerator input events each frame. Disabling accelerometer input may give some performance benefit.
 
 ---
 
 ### Resource
 
 #### Http Cache
-If checked, a HTTP cache is enabled for faster loading of resources over the network to the running engine on device, unset by default.
+If checked, a HTTP cache is enabled for faster loading of resources over the network to the running engine on device.
 
 #### Uri
 Where to find the project build data, in URI format.
 
 #### Max Resources
-The max number of resources that can be loaded at the same time, `1024` by default.
+The max number of resources that can be loaded at the same time.
 
 ---
 
 ### Network
 
 #### Http Timeout
-The HTTP timeout in seconds. Set to `0` to disable timeout, which is the default.
+The HTTP timeout in seconds. Set to `0` to disable timeout.
 
 #### Http Thread Count
 The number of worker threads for the HTTP service.
@@ -327,29 +325,29 @@ File containing SSL root certificates to use when verifying the certificate chai
 Max number of game object instances in a collection, `1024` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Max Input Stack Entries
-Max number of game objects in the input stack, `16` by default.
+Max number of game objects in the input stack.
 
 ---
 
 ### Sound
 
 #### Gain
-Global gain (volume), `0`--`1`, The value is `1` by default.
+Global gain (volume), `0`--`1`.
 
 #### Max Sound Data
-Max number of sound resources, i.e the number of unique sound files at runtime, `128` by default.
+Max number of sound resources, i.e the number of unique sound files at runtime.
 
 #### Max Sound Buffers
-(Currently not used) Max number of concurrent sound buffers, `32` by default.
+(Currently not used) Max number of concurrent sound buffers.
 
 #### Max Sound Sources
-(Currently not used) Max number of concurrently playing sounds, `16` by default.
+(Currently not used) Max number of concurrently playing sounds.
 
 #### Max Sound Instances
-Max number of concurrent sound instances, i.e. actual sounds played at the same time. `256` by default.
+Max number of concurrent sound instances, i.e. actual sounds played at the same time.
 
 #### Use Thread
-If checked, the sound system will use threads for sound playback to reduce risk of stutter when the main thread is under heavy load. Checked by default.
+If checked, the sound system will use threads for sound playback to reduce risk of stutter when the main thread is under heavy load.
 
 #### Stream Enabled
 If checked, the sound system will use streaming to load source files.
@@ -360,108 +358,108 @@ This number should be larger than the number of loaded sound files times the str
 Otherwise, you risk evicting new chunks each frame.
 
 #### Stream Chunk Size
-The size of each streamed chunk, `16384` bytes by default.
+The size in bytes of each streamed chunk.
 
 #### Stream Preload Size
-Determines the size of the initial chunk for sound files read from the archive, `16384` bytes by default.
+Determines the size in bytes of the initial chunk for sound files read from the archive.
 
 ---
 
 ### Sprite
 
 #### Max Count
-Max number of sprites per collection, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
+Max number of sprites per collection. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Subpixels
-Check to allow sprites to appear unaligned with respect to pixels, checked by default.
+Check to allow sprites to appear unaligned with respect to pixels.
 
 ---
 
 ### Tilemap
 
 #### Max Count
-Max number of tile maps per collection, `16` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
+Max number of tile maps per collection. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Max Tile Count
-Max number of concurrent visible tiles per collection, `2048` by default.
+Max number of concurrent visible tiles per collection.
 
 ---
 
 ### Spine
 
 #### Max Count
-Max number of spine model components, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
+Max number of spine model components. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### Mesh
 
 #### Max Count
-Max number of mesh components per collection, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
+Max number of mesh components per collection. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### Model
 
 #### Max Count
-Max number of model components per collection, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
+Max number of model components per collection. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### GUI
 
 #### Max Count
-Max number of GUI components, `64` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
+Max number of GUI components. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Max Particlefx Count
-The max number of concurrent emitters, `64` by default.
+The max number of concurrent emitters.
 
 #### Max Particle Count
-The max number of concurrent particles, `1024` by default.
+The max number of concurrent particles.
 
 #### Max Animation Count
-The max number of active animations in gui, `1024` by default.
+The max number of active animations in gui.
 
 ---
 
 ### Label
 
 #### Max Count
-Max number of labels, `64` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
+Max number of labels. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Subpixels
-Check to allow labels to appear unaligned with respect to pixels, checked by default.
+Check to allow labels to appear unaligned with respect to pixels.
 
 ---
 
 ### Particle FX
 
 #### Max Count
-The max number of concurrent emitters, `64` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
+The max number of concurrent emitters. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 #### Max Particle Count
-The max number of concurrent particles, `1024` by default.
+The max number of concurrent particles.
 
 ---
 
 ### Collection proxy
 
 #### Max Count
-Max number of collection proxies, `8` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
+Max number of collection proxies. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### Collection factory
 
 #### Max Count
-Max number of collection factories, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
+Max number of collection factories. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
 ### Factory
 
 #### Max Count
-Max number of game object factories, `128` by default. [(See information about component max count optimizations)](#component-max-count-optimizations).
+Max number of game object factories. [(See information about component max count optimizations)](#component-max-count-optimizations).
 
 ---
 
@@ -532,10 +530,10 @@ Google Cloud Messaging Sender Id. Set this to the string assigned by Google to e
 If set, use the specified Android manifest XML file when bundling.
 
 #### Iap Provider
-Specifies which store to use. Valid options are `Amazon` and `GooglePlay`, `GooglePlay` by default.
+Specifies which store to use. Valid options are `Amazon` and `GooglePlay`. Refer to [extension-iap](/extension-iap/) for more information.
 
 #### Input Method
-Specifies which method to use to get keyboard input on Android devices. Valid options are `KeyEvent` (old method) and `HiddenInputField` (new). `KeyEvent` by default.
+Specifies which method to use to get keyboard input on Android devices. Valid options are `KeyEvent` (old method) and `HiddenInputField` (new).
 
 #### Immersive Mode
 If set, hides the navigation and status bars and lets your app capture all touch events on the screen.
@@ -544,7 +542,7 @@ If set, hides the navigation and status bars and lets your app capture all touch
 Whether or not the application can be debugged using tools such as [GAPID](https://github.com/google/gapid) or [Android Studio](https://developer.android.com/studio/profile/android-profiler). This will set the `android:debuggable` flag in the Android manifest ([official documentation](https://developer.android.com/guide/topics/manifest/application-element#debug)).
 
 #### Extract Native Libraries
-Specifies whether the package installer extracts native libraries from the APK to the file system. If set to `false`, your native libraries are stored uncompressed in the APK. Although your APK might be larger, your application loads faster because the libraries load directly from the APK at runtime. This will set the `android:extractNativeLibs` flag in the Android Manifest ([official documentation](https://developer.android.com/guide/topics/manifest/application-element#extractNativeLibs)). `true` by default.
+Specifies whether the package installer extracts native libraries from the APK to the file system. If set to `false`, your native libraries are stored uncompressed in the APK. Although your APK might be larger, your application loads faster because the libraries load directly from the APK at runtime. This will set the `android:extractNativeLibs` flag in the Android Manifest ([official documentation](https://developer.android.com/guide/topics/manifest/application-element#extractNativeLibs)).
 
 ---
 
@@ -575,15 +573,14 @@ This field contains comma-separated strings identifying the language name or ISO
 #### App Icon
 Image file (.ico) to use as application icon on Windows. Read more about how to create a .ico file in the [Windows manual](/manuals/windows).
 
-#### Iap Provider
-Specifies which store to use. Valid options are `None` and `Gameroom`, `None` by default.
-
 ---
 
 ### HTML5
 
+Refer to the [HTML5 platform manual](/manuals/html5/) for more information about many of these options.
+
 #### Heap Size
-Heap size (number of megabytes) for Emscripten to use. By default this value is 256MB.
+Heap size in megabytes for Emscripten to use.
 
 #### .html Shell
 Use the specified template HTML file when bundling. By default `/builtins/manifests/web/engine_template.html`.
@@ -595,7 +592,7 @@ Use the specified theme CSS file when bundling. By default `/builtins/manifests/
 If set, use the specified splash image on startup when bundling instead of Defold logo.
 
 #### Archive Location Prefix
-When bundling for HTML5 game data is split up into one or more archive data files. When the engine starts the game, these archive files are read into memory. Use this setting to specify the location of the data, `archive` by default.
+When bundling for HTML5 game data is split up into one or more archive data files. When the engine starts the game, these archive files are read into memory. Use this setting to specify the location of the data.
 
 #### Archive Location Suffix
 Suffix to be appended to the archive files. Useful to, for instance, force non-cached content from a CDN (`?version2` for example).
@@ -604,16 +601,16 @@ Suffix to be appended to the archive files. Useful to, for instance, force non-c
 List of arguments that will be passed to the engine.
 
 #### Show Fullscreen Button
-Enables Fullscreen Button in `index.html` file. By default `true`.
+Enables Fullscreen Button in `index.html` file.
 
 #### Show Made With Defold
-Enables Made With Defold link in `index.html` file. By default `true`.
+Enables Made With Defold link in `index.html` file.
 
 #### Show Console Banner
 When enabled this option will print information about the engine and engine version in the browser console (using `console.log()`) when the engine starts.
 
 #### Scale Mode
-Specifies which method to use to scale the game canvas. By default `Downscale Fit`.
+Specifies which method to use to scale the game canvas.
 
 #### Retry Count
 The number of attempts to download a file when the engine starts (see `Retry Time`).
@@ -626,7 +623,7 @@ The number of seconds to wait between attempts to download a file when the downl
 ### IAP
 
 #### Auto Finish Transactions
-Check to automatically finish IAP transactions. If unchecked, you need to explicitly call `iap.finish()` after a successful transaction, checked by default.
+Check to automatically finish IAP transactions. If unchecked, you need to explicitly call `iap.finish()` after a successful transaction.
 
 ---