Class BuildSettings
The game building rendering settings.
Inherited Members
Assembly: FlaxEngine.dll
File: Engine/Core/Config/BuildSettings.h
Syntax
public class BuildSettings : public SettingsBase
Fields
AdditionalAssetFolders
The list of additional folders with assets to include into build (into root assets set). Paths relative to the project directory (or absolute).
Declaration
public Array<String> AdditionalAssetFolders
Field Value
Array<String>
|
AdditionalAssets
The list of additional assets to include into build (into root assets set).
Declaration
public Array<AssetReference<Asset>> AdditionalAssets
Field Value
Array<AssetReference<Asset>>
|
AdditionalScenes
The list of additional scenes to include into build (into root assets set).
Declaration
public Array<SceneReference> AdditionalScenes
Field Value
Array<SceneReference>
|
ContentKey
The game content cooking keycode. Use the same value for a game and DLC packages to support loading them by the build game. Use 0 to randomize it during building.
Declaration
public int32 ContentKey = 0
Field Value
int32
|
ForDistribution
If checked, the builds produced by the Game Cooker will be treated as for final game distribution (eg. for game store upload). Builds done this way cannot be tested on console devkits (eg. Xbox One, Xbox Scarlett). Enabled by default for Release
builds.
Declaration
public bool ForDistribution = false
Field Value
bool
|
MaxAssetsPerPackage
The maximum amount of assets to include into a single assets package. Asset packages will split into several packages if need to.
Declaration
public int32 MaxAssetsPerPackage = 4096
Field Value
int32
|
MaxPackageSizeMB
The maximum size of the single assets package (in megabytes). Asset packages will split into several packages if need to.
Declaration
public int32 MaxPackageSizeMB = 1024
Field Value
int32
|
OutputName
Name of the output app created by the build system. Used to rename main executable (eg. MyGame.exe) or final package name (eg. MyGame.apk). Custom tokens: ${PROJECT_NAME}, ${COMPANY_NAME}.
Declaration
public String OutputName = TEXT("${PROJECT_NAME}")
Field Value
String
|
ShadersGenerateDebugData
Enables shader debug data generation for shaders in cooked game (depends on the target platform rendering backend).
Declaration
public bool ShadersGenerateDebugData = false
Field Value
bool
|
ShadersNoOptimize
Disables shaders compiler optimizations in cooked game. Can be used to debug shaders on a target platform or to speed up the shaders compilation time.
Declaration
public bool ShadersNoOptimize = false
Field Value
bool
|
SkipDefaultFonts
If checked, skips bundling default engine fonts for UI. Use if to reduce build size if you don't use default engine fonts but custom ones only.
Declaration
public bool SkipDefaultFonts = false
Field Value
bool
|
SkipDotnetPackaging
If checked, .NET Runtime won't be packaged with a game and will be required by user to be installed on system upon running game build. Available only on supported platforms such as Windows, Linux and macOS.
Declaration
public bool SkipDotnetPackaging = false
Field Value
bool
|
SkipPackaging
If checked, the output build files won't be packaged for the destination platform. Useful when debugging build from local PC.
Declaration
public bool SkipPackaging = false
Field Value
bool
|
SkipUnusedDotnetLibsPackaging
If checked, .NET Runtime packaging will skip unused libraries from packaging resulting in smaller game builds.
Declaration
public bool SkipUnusedDotnetLibsPackaging = true
Field Value
bool
|
Methods
Get()
Gets the instance of the settings asset (default value if missing). Object returned by this method is always loaded with valid data to use.
Declaration
public static BuildSettings* Get()
Returns
BuildSettings
|