|
@@ -15,404 +15,404 @@ Below are all the available settings, arranged by section. Some settings are not
|
|
|
|
|
|
## Project
|
|
## Project
|
|
|
|
|
|
-Title
|
|
|
|
-: The title of the application.
|
|
|
|
|
|
+#### Title
|
|
|
|
+The title of the application.
|
|
|
|
|
|
-Version
|
|
|
|
-: The version of the application.
|
|
|
|
|
|
+#### Version
|
|
|
|
+The version of the application.
|
|
|
|
|
|
-Write Log
|
|
|
|
-: 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 app's external storage. When running the *dmengine* development app, you can view the log with:
|
|
|
|
|
|
+#### Write Log
|
|
|
|
+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 app's external storage. When running the *dmengine* development app, you can view the log with:
|
|
|
|
|
|
```bash
|
|
```bash
|
|
$ adb shell cat /mnt/sdcard/Android/data/com.defold.dmengine/files/log.txt
|
|
$ adb shell cat /mnt/sdcard/Android/data/com.defold.dmengine/files/log.txt
|
|
```
|
|
```
|
|
|
|
|
|
-Compress Archive
|
|
|
|
-: Enables compression of archives when bundling. Note that this currently applies to all platforms except Android where the apk already contains all data compressed.
|
|
|
|
|
|
+#### Compress Archive
|
|
|
|
+Enables compression of archives when bundling. Note that this currently applies to all platforms except Android where the apk already contains all data compressed.
|
|
|
|
|
|
-Dependencies
|
|
|
|
-: A list of URLs to the project *Library URL*s. Refer to the [Libraries manual](/manuals/libraries/) for more information.
|
|
|
|
|
|
+#### Dependencies
|
|
|
|
+A list of URLs to the project *Library URL*s. Refer to the [Libraries manual](/manuals/libraries/) for more information.
|
|
|
|
|
|
-Custom Resources
|
|
|
|
-: 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. The resources can be loaded using [`sys.load_resource()`](/ref/sys/#sys.load_resource).
|
|
|
|
|
|
+#### Custom Resources
|
|
|
|
+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. The resources can be loaded using [`sys.load_resource()`](/ref/sys/#sys.load_resource).
|
|
|
|
|
|
-Bundle Resources
|
|
|
|
-: A comma separated list of directories containing resource files and folders that should be copied as-is into the resulting package when bundling. The directories must be specified with an absolute path from the project root, for example `/res`. The resource directory must contain subfolders named by `platform`, or `architecure-platform`.
|
|
|
|
|
|
+#### Bundle Resources
|
|
|
|
+A comma separated list of directories containing resource files and folders that should be copied as-is into the resulting package when bundling. The directories must be specified with an absolute path from the project root, for example `/res`. The resource directory must contain subfolders named by `platform`, or `architecure-platform`.
|
|
|
|
|
|
Supported platforms are `ios`, `android`, `osx`, `win32`, `linux`, `web`.
|
|
Supported platforms are `ios`, `android`, `osx`, `win32`, `linux`, `web`.
|
|
|
|
|
|
A subfolder named `common` is also allowed, containing resource files common for all platforms.
|
|
A subfolder named `common` is also allowed, containing resource files common for all platforms.
|
|
|
|
|
|
-Bundle Exclude Resources
|
|
|
|
-: A comma separated list of resources that should not be included in the bundle.
|
|
|
|
|
|
+#### Bundle Exclude Resources
|
|
|
|
+A comma separated list of resources that should not be included in the bundle.
|
|
|
|
|
|
## Bootstrap
|
|
## Bootstrap
|
|
|
|
|
|
-Main Collection
|
|
|
|
-: File reference of the collection to use for starting the application, `/logic/main.collection` by default.
|
|
|
|
|
|
+#### Main Collection
|
|
|
|
+File reference of the collection to use for starting the application, `/logic/main.collection` by default.
|
|
|
|
|
|
-Render
|
|
|
|
-: Which render setup file to use, which defines the render pipeline, `/builtins/render/default.render` by default.
|
|
|
|
|
|
+#### Render
|
|
|
|
+Which render setup file to use, which defines the render pipeline, `/builtins/render/default.render` by default.
|
|
|
|
|
|
## Library
|
|
## Library
|
|
|
|
|
|
-Include Dirs
|
|
|
|
-: A space separated list of directories that should be shared from your project via library sharing.
|
|
|
|
|
|
+#### Include Dirs
|
|
|
|
+A space separated list of directories that should be shared from your project via library sharing.
|
|
|
|
|
|
## Script
|
|
## Script
|
|
|
|
|
|
-Shared State
|
|
|
|
-: Check to share a single Lua state between all script types, unchecked by default.
|
|
|
|
|
|
+#### Shared State
|
|
|
|
+Check to share a single Lua state between all script types, unchecked by default.
|
|
|
|
|
|
## Display
|
|
## Display
|
|
|
|
|
|
-Width
|
|
|
|
-: The width in pixels of the application window, `960` by default.
|
|
|
|
|
|
+#### Width
|
|
|
|
+The width in pixels of the application window, `960` by default.
|
|
|
|
|
|
-Height
|
|
|
|
-: The height in pixels of the application window, `640` by default.
|
|
|
|
|
|
+#### Height
|
|
|
|
+The height in pixels of the application window, `640` by default.
|
|
|
|
|
|
-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.
|
|
|
|
|
|
+#### 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.
|
|
|
|
|
|
+#### 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.
|
|
|
|
|
|
-Fullscreen
|
|
|
|
-: Check if the application should start full screen. If unchecked, the application runs windowed.
|
|
|
|
|
|
+#### Fullscreen
|
|
|
|
+Check if the application should start full screen. If unchecked, the application runs windowed.
|
|
|
|
|
|
-Frame Cap
|
|
|
|
-: If `Vsync` checked, snaps to the closest matching swap interval for the set frame cap if a monitor is detected. Otherwise uses timers to respect the set value, 0 means no cap. This setting maps to `display.update_frequency`.
|
|
|
|
|
|
+#### Frame Cap
|
|
|
|
+If `Vsync` checked, snaps to the closest matching swap interval for the set frame cap if a monitor is detected. Otherwise uses timers to respect the set value, 0 means no cap. This setting maps to `display.update_frequency`.
|
|
|
|
|
|
-Vsync
|
|
|
|
-: Vertical sync, rely on hardware vsync for frame timing. Can be overridden depending on graphics driver and platform specifics.
|
|
|
|
|
|
+#### Vsync
|
|
|
|
+Vertical sync, rely on hardware vsync for frame timing. Can be overridden depending on graphics driver and platform specifics.
|
|
|
|
|
|
-Variable Dt (deprecated)
|
|
|
|
-: Deprecated. If checked, will check `Vsync` and set `Frame Cap` to 0 at build-time for equivalent behavior.
|
|
|
|
|
|
+#### Variable Dt (deprecated)
|
|
|
|
+Deprecated. If checked, will check `Vsync` and set `Frame Cap` to 0 at build-time for equivalent behavior.
|
|
|
|
|
|
-Display Profiles
|
|
|
|
-: Specifies which display profiles file to use, `/builtins/render/default.display_profilesc` by default.
|
|
|
|
|
|
+#### Display Profiles
|
|
|
|
+Specifies which display profiles file to use, `/builtins/render/default.display_profilesc` by default.
|
|
|
|
|
|
-Dynamic Orientation
|
|
|
|
-: 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.
|
|
|
|
|
|
+#### Dynamic Orientation
|
|
|
|
+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.
|
|
|
|
|
|
## Physics
|
|
## Physics
|
|
|
|
|
|
-Type
|
|
|
|
-: Which type of physics to use, `2D` (default) or `3D`.
|
|
|
|
|
|
+#### Type
|
|
|
|
+Which type of physics to use, `2D` (default) or `3D`.
|
|
|
|
|
|
-Gravity Y
|
|
|
|
-: World gravity along y-axis, `-10` by default (natural gravity)
|
|
|
|
|
|
+#### Gravity Y
|
|
|
|
+World gravity along y-axis, `-10` by default (natural gravity)
|
|
|
|
|
|
-Debug
|
|
|
|
-: Check if physics should be visualized for debugging.
|
|
|
|
|
|
+#### 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.
|
|
|
|
|
|
+#### Debug Alpha
|
|
|
|
+Alpha component value for visualized physics, `0`--`1`. The value is `0.9` by default.
|
|
|
|
|
|
-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.
|
|
|
|
|
|
+#### 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.
|
|
|
|
|
|
-Gravity X
|
|
|
|
-: World gravity along x-axis, `0` by default.
|
|
|
|
|
|
+#### Gravity X
|
|
|
|
+World gravity along x-axis, `0` by default.
|
|
|
|
|
|
-Gravity Z
|
|
|
|
-: World gravity along z-axis, `0` by default.
|
|
|
|
|
|
+#### Gravity Z
|
|
|
|
+World gravity along z-axis, `0` by default.
|
|
|
|
|
|
-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`.
|
|
|
|
|
|
+#### 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`.
|
|
|
|
|
|
-Debug Scale
|
|
|
|
-: How big to draw unit objects in physics, like triads and normals, `30` by default.
|
|
|
|
|
|
+#### Debug Scale
|
|
|
|
+How big to draw unit objects in physics, like triads and normals, `30` by default.
|
|
|
|
|
|
-Max Collisions
|
|
|
|
-: How many collisions that will be reported back to the scripts, `64` by default.
|
|
|
|
|
|
+#### Max Collisions
|
|
|
|
+How many collisions that will be reported back to the scripts, `64` by default.
|
|
|
|
|
|
-Max Contacts
|
|
|
|
-: How many contact points that will be reported back to the scripts, `128` by default.
|
|
|
|
|
|
+#### Max Contacts
|
|
|
|
+How many contact points that will be reported back to the scripts, `128` by default.
|
|
|
|
|
|
-Contact Impulse Limit
|
|
|
|
-: Ignore contact impulses with values less than this setting, `0.0` by default.
|
|
|
|
|
|
+#### Contact Impulse Limit
|
|
|
|
+Ignore contact impulses with values less than this setting, `0.0` by default.
|
|
|
|
|
|
-Ray Cast Limit 2d
|
|
|
|
-: The max number of 2d ray cast requests per frame. `64` by default.
|
|
|
|
|
|
+#### Ray Cast Limit 2d
|
|
|
|
+The max number of 2d ray cast requests per frame. `64` by default.
|
|
|
|
|
|
-Ray Cast Limit 3d
|
|
|
|
-: The max number of 3d ray cast requests per frame. `128` by default.
|
|
|
|
|
|
+#### Ray Cast Limit 3d
|
|
|
|
+The max number of 3d ray cast requests per frame. `128` by default.
|
|
|
|
|
|
-Trigger Overlap Capacity
|
|
|
|
-: The maximum number of overlapping physics triggers. `16` by default.
|
|
|
|
|
|
+#### Trigger Overlap Capacity
|
|
|
|
+The maximum number of overlapping physics triggers. `16` by default.
|
|
|
|
|
|
## Graphics
|
|
## Graphics
|
|
|
|
|
|
-Default Texture Min Filter
|
|
|
|
-: Specifies which filtering to use for minification filtering, `linear` (default) or `nearest`.
|
|
|
|
|
|
+#### Default Texture Min Filter
|
|
|
|
+Specifies which filtering to use for minification filtering, `linear` (default) or `nearest`.
|
|
|
|
|
|
-Default Texture Mag Filter
|
|
|
|
-: Specifies which filtering to use for magnification filtering, `linear` (default) or `nearest`.
|
|
|
|
|
|
+#### Default Texture Mag Filter
|
|
|
|
+Specifies which filtering to use for magnification filtering, `linear` (default) or `nearest`.
|
|
|
|
|
|
-Max Draw Calls
|
|
|
|
-: The max number of render calls, `1024` by default.
|
|
|
|
|
|
+#### Max Draw Calls
|
|
|
|
+The max number of render calls, `1024` by default.
|
|
|
|
|
|
-Max Characters:
|
|
|
|
-: The number of characters pre-allocated in the text rendering buffer, i.e. the number of characters that can be displayed each frame, `8192` by default.
|
|
|
|
|
|
+#### Max Characters:
|
|
|
|
+The number of characters pre-allocated in the text rendering buffer, i.e. the number of characters that can be displayed each frame, `8192` by default.
|
|
|
|
|
|
-Max Debug Vertices
|
|
|
|
-: The maximum number of debug vertices. Used for physics shape rendering among other things, `10000` by default.
|
|
|
|
|
|
+#### Max Debug Vertices
|
|
|
|
+The maximum number of debug vertices. Used for physics shape rendering among other things, `10000` by default.
|
|
|
|
|
|
-Texture Profiles
|
|
|
|
-: The texture profiles file to use for this project, `/builtins/graphics/default.texture_profiles` by default.
|
|
|
|
|
|
+#### Texture Profiles
|
|
|
|
+The texture profiles file to use for this project, `/builtins/graphics/default.texture_profiles` by default.
|
|
|
|
|
|
## Input
|
|
## Input
|
|
|
|
|
|
-Repeat Delay
|
|
|
|
-: Seconds to wait before a held down input should start repeating itself, `0.5` by default.
|
|
|
|
|
|
+#### Repeat Delay
|
|
|
|
+Seconds to wait before a held down input should start repeating itself, `0.5` by default.
|
|
|
|
|
|
-Repeat Interval
|
|
|
|
-: Seconds to wait between each repetition of a held down input, `0.2` by default.
|
|
|
|
|
|
+#### Repeat Interval
|
|
|
|
+Seconds to wait between each repetition of a held down input, `0.2` by default.
|
|
|
|
|
|
-Gamepads
|
|
|
|
-: File reference of the gamepads config file, which maps gamepad signals to OS, `/builtins/input/default.gamepads` by default.
|
|
|
|
|
|
+#### Gamepads
|
|
|
|
+File reference of the gamepads config file, which maps gamepad signals to OS, `/builtins/input/default.gamepads` by default.
|
|
|
|
|
|
-Game Binding
|
|
|
|
-: File reference of the input config file, which maps hardware inputs to actions, `/input/game.input_binding` by default.
|
|
|
|
|
|
+#### Game Binding
|
|
|
|
+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.
|
|
|
|
|
|
+#### Use Accelerometer
|
|
|
|
+Check to make the engine receive accelerator input events each frame. Disabling accelerometer input may give some performance benefit, checked by default.
|
|
|
|
|
|
## Resource
|
|
## 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.
|
|
|
|
|
|
+#### 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.
|
|
|
|
|
|
-Uri
|
|
|
|
-: Where to find the project build data, in URI format.
|
|
|
|
|
|
+#### 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.
|
|
|
|
|
|
+#### Max Resources
|
|
|
|
+The max number of resources that can be loaded at the same time, `1024` by default.
|
|
|
|
|
|
## Network
|
|
## Network
|
|
|
|
|
|
-Http Timeout
|
|
|
|
-: The HTTP timeout in seconds. Set to `0` to disable timeout, which is the default.
|
|
|
|
|
|
+#### Http Timeout
|
|
|
|
+The HTTP timeout in seconds. Set to `0` to disable timeout, which is the default.
|
|
|
|
|
|
## Collection
|
|
## Collection
|
|
|
|
|
|
-Max Instances
|
|
|
|
-: Max number of game object instances in a collection, `1024` by default.
|
|
|
|
|
|
+#### Max Instances
|
|
|
|
+Max number of game object instances in a collection, `1024` by default.
|
|
|
|
|
|
## Sound
|
|
## Sound
|
|
|
|
|
|
-Gain
|
|
|
|
-: Global gain (volume), `0`--`1`, The value is `1` by default.
|
|
|
|
|
|
+#### Gain
|
|
|
|
+Global gain (volume), `0`--`1`, The value is `1` by default.
|
|
|
|
|
|
-Max Sound Data
|
|
|
|
-: Max number of sound resources, i.e the number of unique sound files at runtime, `128` by default.
|
|
|
|
|
|
+#### Max Sound Data
|
|
|
|
+Max number of sound resources, i.e the number of unique sound files at runtime, `128` by default.
|
|
|
|
|
|
-Max Sound Buffers
|
|
|
|
-: (Currently not used) Max number of concurrent sound buffers, `32` by default.
|
|
|
|
|
|
+#### Max Sound Buffers
|
|
|
|
+(Currently not used) Max number of concurrent sound buffers, `32` by default.
|
|
|
|
|
|
-Max Sound Sources
|
|
|
|
-: (Currently not used) Max number of concurrently playing sounds, `16` by default.
|
|
|
|
|
|
+#### Max Sound Sources
|
|
|
|
+(Currently not used) Max number of concurrently playing sounds, `16` by default.
|
|
|
|
|
|
-Max Sound Instances
|
|
|
|
-: Max number of concurrent sound instances, i.e. actual sounds played at the same time. `256` by default.
|
|
|
|
|
|
+#### Max Sound Instances
|
|
|
|
+Max number of concurrent sound instances, i.e. actual sounds played at the same time. `256` by default.
|
|
|
|
|
|
## Sprite
|
|
## Sprite
|
|
|
|
|
|
-Max Count
|
|
|
|
-: Max number of sprites per collection, `128` by default.
|
|
|
|
|
|
+#### Max Count
|
|
|
|
+Max number of sprites per collection, `128` by default.
|
|
|
|
|
|
-Subpixels
|
|
|
|
-: Check to allow sprites to appear unaligned with respect to pixels, checked by default.
|
|
|
|
|
|
+#### Subpixels
|
|
|
|
+Check to allow sprites to appear unaligned with respect to pixels, checked by default.
|
|
|
|
|
|
## Tilemap
|
|
## Tilemap
|
|
|
|
|
|
-Max Count
|
|
|
|
-: Max number of tile maps per collection, `16` by default.
|
|
|
|
|
|
+#### Max Count
|
|
|
|
+Max number of tile maps per collection, `16` by default.
|
|
|
|
|
|
-Max Tile Count
|
|
|
|
-: Max number of concurrent visible tiles per collection, `2048` by default.
|
|
|
|
|
|
+#### Max Tile Count
|
|
|
|
+Max number of concurrent visible tiles per collection, `2048` by default.
|
|
|
|
|
|
## Spine
|
|
## Spine
|
|
|
|
|
|
-Max Count
|
|
|
|
-: Max number of spine models, `128` by default.
|
|
|
|
|
|
+#### Max Count
|
|
|
|
+Max number of spine models, `128` by default.
|
|
|
|
|
|
## GUI
|
|
## GUI
|
|
|
|
|
|
-Max Count
|
|
|
|
-: Max number of GUI components, `64` by default.
|
|
|
|
|
|
+#### Max Count
|
|
|
|
+Max number of GUI components, `64` by default.
|
|
|
|
|
|
-Max Particlefx Count
|
|
|
|
-: The max number of concurrent emitters, `64` by default.
|
|
|
|
|
|
+#### Max Particlefx Count
|
|
|
|
+The max number of concurrent emitters, `64` by default.
|
|
|
|
|
|
-Max Particle Count
|
|
|
|
-: The max number of concurrent particles, `1024` by default.
|
|
|
|
|
|
+#### Max Particle Count
|
|
|
|
+The max number of concurrent particles, `1024` by default.
|
|
|
|
|
|
## Label
|
|
## Label
|
|
|
|
|
|
-Max Count
|
|
|
|
-: Max number of labels, `64` by default.
|
|
|
|
|
|
+#### Max Count
|
|
|
|
+Max number of labels, `64` by default.
|
|
|
|
|
|
-Subpixels
|
|
|
|
-: Check to allow lables to appear unaligned with respect to pixels, checked by default.
|
|
|
|
|
|
+#### Subpixels
|
|
|
|
+Check to allow lables to appear unaligned with respect to pixels, checked by default.
|
|
|
|
|
|
## Particle FX
|
|
## Particle FX
|
|
|
|
|
|
-Max Count
|
|
|
|
-: The max number of concurrent emitters, `64` by default.
|
|
|
|
|
|
+#### Max Count
|
|
|
|
+The max number of concurrent emitters, `64` by default.
|
|
|
|
|
|
-Max Particle Count
|
|
|
|
-: The max number of concurrent particles, `1024` by default.
|
|
|
|
|
|
+#### Max Particle Count
|
|
|
|
+The max number of concurrent particles, `1024` by default.
|
|
|
|
|
|
## Collection proxy
|
|
## Collection proxy
|
|
|
|
|
|
-Max Count
|
|
|
|
-: Max number of collection proxies, `8` by default.
|
|
|
|
|
|
+#### Max Count
|
|
|
|
+Max number of collection proxies, `8` by default.
|
|
|
|
|
|
## Collection factory
|
|
## Collection factory
|
|
|
|
|
|
-Max Count
|
|
|
|
-: Max number of collection factories, `128` by default.
|
|
|
|
|
|
+#### Max Count
|
|
|
|
+Max number of collection factories, `128` by default.
|
|
|
|
|
|
## Factory
|
|
## Factory
|
|
|
|
|
|
-Max Count
|
|
|
|
-: Max number of game object factories, `128` by default.
|
|
|
|
|
|
+#### Max Count
|
|
|
|
+Max number of game object factories, `128` by default.
|
|
|
|
|
|
## iOS
|
|
## iOS
|
|
|
|
|
|
-App Icon 57x57--180x180
|
|
|
|
-: Image file (.png) to use as application icon at given width and height dimensions `W` × `H`.
|
|
|
|
|
|
+#### App Icon 57x57--180x180
|
|
|
|
+Image file (.png) to use as application icon at given width and height dimensions `W` × `H`.
|
|
|
|
|
|
-Launch Image 320x480--2436x1125
|
|
|
|
-: Image file (.png) to use as application launch image for resolution width and height dimensions `W` × `H`. iOS selects the display resolution based on the launch image.
|
|
|
|
|
|
+#### Launch Image 320x480--2436x1125
|
|
|
|
+Image file (.png) to use as application launch image for resolution width and height dimensions `W` × `H`. iOS selects the display resolution based on the launch image.
|
|
|
|
|
|
-Pre Rendered Icons
|
|
|
|
-: (iOS 6 and earlier) Check if your icons are pre-rendered. If this is unchecked the icons will get a glossy highlight added automatically.
|
|
|
|
|
|
+#### Pre Rendered Icons
|
|
|
|
+(iOS 6 and earlier) Check if your icons are pre-rendered. If this is unchecked the icons will get a glossy highlight added automatically.
|
|
|
|
|
|
-Bundle Identifier
|
|
|
|
-: The bundle identifier lets iOS recognize any 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.
|
|
|
|
|
|
+#### Bundle Identifier
|
|
|
|
+The bundle identifier lets iOS recognize any 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.
|
|
|
|
|
|
-Info.plist
|
|
|
|
-: If specified, use this info.plist file when bundling your app.
|
|
|
|
|
|
+#### Info.plist
|
|
|
|
+If specified, use this info.plist file when bundling your app.
|
|
|
|
|
|
-Entitlements
|
|
|
|
-: If specified, can override wildcard entitlements defined in the supplied provisioning profile (.entitlements, .xcent, .plist).
|
|
|
|
|
|
+#### Entitlements
|
|
|
|
+If specified, can override wildcard entitlements defined in the supplied provisioning profile (.entitlements, .xcent, .plist).
|
|
|
|
|
|
## Android
|
|
## Android
|
|
|
|
|
|
-App Icon 36x36--192x192
|
|
|
|
-: Image file (.png) to use as application icon at given width and height dimensions `W` × `H`.
|
|
|
|
|
|
+#### App Icon 36x36--192x192
|
|
|
|
+Image file (.png) to use as application icon at given width and height dimensions `W` × `H`.
|
|
|
|
|
|
-Push Icon Small--LargeXxxhdpi
|
|
|
|
-: Image files (.png) 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.
|
|
|
|
|
|
+#### Push Icon Small--LargeXxxhdpi
|
|
|
|
+Image files (.png) 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.
|
|
|
|
|
|
-Push Field Title
|
|
|
|
-: Specifies which payload JSON field should be used as notification title. Leaving this setting empty makes the pushes default to the application name as title.
|
|
|
|
|
|
+#### Push Field Title
|
|
|
|
+Specifies which payload JSON field should be used as notification title. Leaving this setting empty makes the pushes default to the application name as title.
|
|
|
|
|
|
-Push Field Text
|
|
|
|
-: Specifies which payload JSON field should be used as notification text. If left empty, the text in the field `alert` is used, just as on iOS.
|
|
|
|
|
|
+#### Push Field Text
|
|
|
|
+Specifies which payload JSON field should be used as notification text. If left empty, the text in the field `alert` is used, just as on iOS.
|
|
|
|
|
|
-Version Code
|
|
|
|
-: An integer value indicating the version of the app. Increase the value for each subsequent update.
|
|
|
|
|
|
+#### Version Code
|
|
|
|
+An integer value indicating the version of the app. Increase the value for each subsequent update.
|
|
|
|
|
|
-Package
|
|
|
|
-: Package identifier.
|
|
|
|
|
|
+#### Package
|
|
|
|
+Package identifier.
|
|
|
|
|
|
-Gcm Sender Id
|
|
|
|
-: Google Cloud Messaging Sender Id. Set this to the string assigned by Google to enable push notifications.
|
|
|
|
|
|
+#### Gcm Sender Id
|
|
|
|
+Google Cloud Messaging Sender Id. Set this to the string assigned by Google to enable push notifications.
|
|
|
|
|
|
-Manifest
|
|
|
|
-: If set, use the specified Android manifest XML file when bundling.
|
|
|
|
|
|
+#### Manifest
|
|
|
|
+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.
|
|
|
|
|
|
+#### Iap Provider
|
|
|
|
+Specifies which store to use. Valid options are `Amazon` and `GooglePlay`, `GooglePlay` by default.
|
|
|
|
|
|
-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.
|
|
|
|
|
|
+#### 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.
|
|
|
|
|
|
-Immersive Mode
|
|
|
|
-: If set, hides the navigation and status bars and lets your app capture all touch events on the screen.
|
|
|
|
|
|
+#### Immersive Mode
|
|
|
|
+If set, hides the navigation and status bars and lets your app capture all touch events on the screen.
|
|
|
|
|
|
-Debuggable
|
|
|
|
-: 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.
|
|
|
|
|
|
+#### Debuggable
|
|
|
|
+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.
|
|
|
|
|
|
## MacOS / OS X
|
|
## MacOS / OS X
|
|
|
|
|
|
-App Icon
|
|
|
|
-: Image file (.png) to use as application icon on MacOS.
|
|
|
|
|
|
+#### App Icon
|
|
|
|
+Image file (.png) to use as application icon on MacOS.
|
|
|
|
|
|
-Info.plist
|
|
|
|
-: If set, use the specified info.plist file when bundling.
|
|
|
|
|
|
+#### Info.plist
|
|
|
|
+If set, use the specified info.plist file when bundling.
|
|
|
|
|
|
-Bundle Identifier
|
|
|
|
-: 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.
|
|
|
|
|
|
+#### Bundle Identifier
|
|
|
|
+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.
|
|
|
|
|
|
## Windows
|
|
## Windows
|
|
|
|
|
|
-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).
|
|
|
|
|
|
+#### 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.
|
|
|
|
|
|
+#### Iap Provider
|
|
|
|
+Specifies which store to use. Valid options are `None` and `Gameroom`, `None` by default.
|
|
|
|
|
|
## HTML5
|
|
## HTML5
|
|
|
|
|
|
-Heap Size
|
|
|
|
-: Heap size (number of megabytes) for Emscripten to use. By default this value is 256MB.
|
|
|
|
|
|
+#### Heap Size
|
|
|
|
+Heap size (number of megabytes) for Emscripten to use. By default this value is 256MB.
|
|
|
|
|
|
-.html Shell
|
|
|
|
-: Use the specified template HTML file when bundling. By default `/builtins/manifests/web/engine_template.html`.
|
|
|
|
|
|
+#### .html Shell
|
|
|
|
+Use the specified template HTML file when bundling. By default `/builtins/manifests/web/engine_template.html`.
|
|
|
|
|
|
-Custom .css
|
|
|
|
-: Use the specified theme CSS file when bundling. By default `/builtins/manifests/web/light_theme.css`.
|
|
|
|
|
|
+#### Custom .css
|
|
|
|
+Use the specified theme CSS file when bundling. By default `/builtins/manifests/web/light_theme.css`.
|
|
|
|
|
|
-Splash Image
|
|
|
|
-: If set, use the specified splash image on startup when bundling instead of Defold logo.
|
|
|
|
|
|
+#### Splash Image
|
|
|
|
+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.
|
|
|
|
|
|
+#### 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.
|
|
|
|
|
|
-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).
|
|
|
|
|
|
+#### 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).
|
|
|
|
|
|
-Engine Arguments
|
|
|
|
-: List of arguments that will be passed to the engine.
|
|
|
|
|
|
+#### Engine Arguments
|
|
|
|
+List of arguments that will be passed to the engine.
|
|
|
|
|
|
-Show Fullscreen Button
|
|
|
|
-: Enables Fullscreen Button in `index.html` file. By default `true`.
|
|
|
|
|
|
+#### Show Fullscreen Button
|
|
|
|
+Enables Fullscreen Button in `index.html` file. By default `true`.
|
|
|
|
|
|
-Show Made With Defold
|
|
|
|
-: Enables Made With Defold link in `index.html` file. By default `true`.
|
|
|
|
|
|
+#### Show Made With Defold
|
|
|
|
+Enables Made With Defold link in `index.html` file. By default `true`.
|
|
|
|
|
|
-Scale Mode
|
|
|
|
-: Specifies which method to use to scale the game canvas. By default `Downscale Fit`.
|
|
|
|
|
|
+#### Scale Mode
|
|
|
|
+Specifies which method to use to scale the game canvas. By default `Downscale Fit`.
|
|
|
|
|
|
## IAP
|
|
## 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.
|
|
|
|
|
|
+#### 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.
|
|
|
|
|
|
## Live update
|
|
## Live update
|
|
|
|
|
|
-Private Key
|
|
|
|
-: If set, use the specified private key file when bundling live update content. If no key file is set, a key is generated.
|
|
|
|
|
|
+#### Private Key
|
|
|
|
+If set, use the specified private key file when bundling live update content. If no key file is set, a key is generated.
|
|
|
|
|
|
-Public Key
|
|
|
|
-: If set, use the specified public key file when bundling live update content. If no key file is set, a key is generated.
|
|
|
|
|
|
+#### Public Key
|
|
|
|
+If set, use the specified public key file when bundling live update content. If no key file is set, a key is generated.
|
|
|
|
|
|
## Native extension
|
|
## Native extension
|
|
|
|
|
|
-_App Manifest_
|
|
|
|
-: If set, use the app manifest to customize the engine build. This allows you to remove unneeded parts from the engine making it possible to decrease the final binary size. Note that this feature is in alpha state. Please visit [the forum](https://forum.defold.com/t/native-extensions/4946/142) for information on how to proceed.
|
|
|
|
|
|
+#### _App Manifest_
|
|
|
|
+If set, use the app manifest to customize the engine build. This allows you to remove unneeded parts from the engine making it possible to decrease the final binary size. Note that this feature is in alpha state. Please visit [the forum](https://forum.defold.com/t/native-extensions/4946/142) for information on how to proceed.
|
|
|
|
|
|
## Profiler
|
|
## Profiler
|
|
|
|
|
|
-Track Cpu
|
|
|
|
-: If checked, enable CPU profiling in release versions of the builds. Normally, you can only access profiling information in debug builds.
|
|
|
|
|
|
+#### Track Cpu
|
|
|
|
+If checked, enable CPU profiling in release versions of the builds. Normally, you can only access profiling information in debug builds.
|
|
|
|
|
|
## File format
|
|
## File format
|
|
|
|
|