Class BuildSettings
The game building rendering settings.
Namespace: FlaxEditor.Content.Settings
Assembly: FlaxEngine.CSharp.dll
Syntax
public sealed class BuildSettings : SettingsBase
Constructors
BuildSettings()
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
[EditorOrder(1010)]
[EditorDisplay("Additional Data", null)]
public string[] AdditionalAssetFolders
Field Value
System.String[]
|
AdditionalAssets
The list of additional assets to include into build (into root assets set).
Declaration
[EditorOrder(1000)]
[EditorDisplay("Additional Data", null)]
public Asset[] AdditionalAssets
Field Value
Asset[]
|
AdditionalScenes
The list of additional scenes to include into build (into root assets set).
Declaration
[EditorOrder(1000)]
[EditorDisplay("Additional Data", null)]
public SceneReference[] AdditionalScenes
Field Value
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
[EditorOrder(30)]
[EditorDisplay("General", null)]
public int ContentKey
Field Value
System.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
[EditorOrder(40)]
[EditorDisplay("General", null)]
public bool ForDistribution
Field Value
System.Boolean
|
MaxAssetsPerPackage
The maximum amount of assets to include into a single assets package. Asset packages will split into several packages if need to.
Declaration
[EditorOrder(10)]
[Limit(1F, 65535F, 1F)]
[EditorDisplay("General", "Max assets per package")]
public int MaxAssetsPerPackage
Field Value
System.Int32
|
MaxPackageSizeMB
The maximum size of the single assets package (in megabytes). Asset packages will split into several packages if need to.
Declaration
[EditorOrder(20)]
[Limit(1F, 65535F, 1F)]
[EditorDisplay("General", "Max package size (in MB)")]
public int MaxPackageSizeMB
Field Value
System.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
[EditorOrder(0)]
[EditorDisplay("General", null)]
public string OutputName
Field Value
System.String
|
Presets
The build presets.
Declaration
[EditorOrder(5000)]
[EditorDisplay("Presets", "__inline__")]
[Tooltip("Build presets configuration")]
public BuildPreset[] Presets
Field Value
BuildPreset[]
|
ShadersGenerateDebugData
Enables shader debug data generation for shaders in cooked game (depends on the target platform rendering backend).
Declaration
[EditorOrder(2010)]
[EditorDisplay("Content", null)]
public bool ShadersGenerateDebugData
Field Value
System.Boolean
|
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
[EditorOrder(2000)]
[EditorDisplay("Content", "Shaders No Optimize")]
public bool ShadersNoOptimize
Field Value
System.Boolean
|
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
[EditorOrder(2100)]
[EditorDisplay("Content", null)]
public bool SkipDefaultFonts
Field Value
System.Boolean
|
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
[EditorOrder(3000)]
[EditorDisplay("Scripting", "Skip .NET Runtime Packaging")]
public bool SkipDotnetPackaging
Field Value
System.Boolean
|
SkipPackaging
If checked, the output build files won't be packaged for the destination platform. Useful when debugging build from local PC.
Declaration
[EditorOrder(50)]
[EditorDisplay("General", null)]
public bool SkipPackaging
Field Value
System.Boolean
|
SkipUnusedDotnetLibsPackaging
If checked, .NET Runtime packaging will skip unused libraries from packaging resulting in smaller game builds.
Declaration
[EditorOrder(3010)]
[EditorDisplay("Scripting", "Skip Unused .NET Runtime Libs Packaging")]
public bool SkipUnusedDotnetLibsPackaging
Field Value
System.Boolean
|
Methods
GetPreset(String)
Gets the preset of the given name (ignore case search) or returns null if cannot find it.
Declaration
public BuildPreset GetPreset(string name)
Parameters
System.String
name
The preset name. |
Returns
BuildPreset
Found preset or null if is missing. |