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    Class BuildSettings

    The game building rendering settings.

    Inheritance
    System.Object
    SettingsBase
    BuildSettings
    Namespace: FlaxEditor.Content.Settings
    Assembly: FlaxEngine.CSharp.dll
    Syntax
    public sealed class BuildSettings : SettingsBase

    Constructors

    BuildSettings()

    Initializes a new instance of the BuildSettings.

    Declaration
    public 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.

    Extension Methods

    Extensions.ReflectiveCompare<T>(T, T)
    Extensions.DeepClone<T>(T)
    Extensions.RawClone<T>(T)
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