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    Class BuildSettings

    The game building rendering settings.

    Inheritance
    ISerializable
    SettingsBase
    BuildSettings
    Inherited Members
    SettingsBase::Apply()
    SettingsBase::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    BuildSettings
    SettingsBase::Serialize(SerializeStream& stream, const void* otherObj)
    BuildSettings
    BuildSettings
    ISerializable::~ISerializable()
    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

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