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Data ProjectSetting
Table of Contents |
Data\ProjectSettings {DataDataProjectSettings}
- GAME:
- LIBRARY:
Version of the project (e.g., 1.2.3). Used when publishing the project.
For game projects, this is the starting map when launching the game in arcade or in standalone build. For library projects, this is the map that will be imported by dependents.
Used to set the maximum number of players for multiplayer games.
Currently only 1v1 games are supported on the arcade.
Sets the display mode to be landscape (default) or portrait.
- LANDSCAPE: the game will display in landscape mode
- PORTRAIT: the game will display in portrait mode
Defines key mappings that trigger DCEI.TriggerAddMappedKeyDownEvent() events for PC and web games.
The name to use for the mapped key event (ex: "shoot").
The key mapped to this name.
Allows you to override the default text font per-language.
The language to override.
The font to use for this language.
The quality level (0 to 10) when compressing custom image assets. A lower value can help reduce the asset size but will also lower the image quality. Default is 10 (the highest).
Disable language selection options in the game. Use this when your game isn't localized yet.
- FPS_16:
- FPS_32:
If true, all units will use "blob" shadows instead of detailed shadows.
Set this to true if you want GpuAnimations to cast shadows on sprites. This will also disable GpuAnimations casting shadows on non-flat surfaces.
Use the legacy lighting system (recommended for mobile games). This will force use_legacy_shadows to be true.
If the device's resolution does not match the reference width or height, the UI will be scaled up until either the width or the height matches device's resolution. In order to prevent custom sprites from being scaled, either the reference width or height should match the final device's resolution. These are 1344x750 by default.