The file game.project contains all project wide settings. It must stay in the root folder of the project and must be named game.project. The first thing the engine does when starting up and launching your game is look for this file.
Every setting in the file belongs to a category. When you open the file Defold presents all settings grouped by category.
The settings in game.project are usually changed from within Defold, but the file can also be edited in any standard text editor. The file follows the INI file format standard and looks like this:
[category1]
setting1 = value
setting2 = value
[category2]
...
A real example is:
[bootstrap]
main_collection = /main/main.collectionc
which means that the setting main_collection belongs to the bootstrap category. Whenever a file reference is used, like the example above, the path needs to be appended with a ‘c’ character, which means you’re referencing the compiled version of the file. Also note that the folder containing game.project will be the project root, which is why there is an initial ‘/’ in the setting path.
It is possible to read any value from game.project at runtime using sys.get_config_string(key), sys.get_config_number(key) and sys.get_config_int(key). Examples:
local title = sys.get_config_string("project.title")
local gravity_y = sys.get_config_number("physics.gravity_y")
The key is a combination of the category and setting name, separated by a dot, and written in lowercase letters with any space characters replaced by underscores. Examples: The field “Title” from the “Project” category becomes project.title and the “Gravity Y” field from the “Physics” category becomes physics.gravity_y.
Below are all the available settings, arranged by category.
The title of the application.
The version of the application.
Publisher name.
Developer name.
Controls when the engine writes a log file. Options:
If running more than one instance from the editor the file will be named instance_2_log.txt with 2 being the instance index. If running a single instance or from a bundle the file will be named log.txt. The location of the log file will be one of the following paths (tried in order):
NSDocumentDirectoryContext.getExternalFilesDir()NSApplicationSupportDirectoryCSIDL_APPDATA (e.g. C:\Users\\AppData\Roaming)Context.getFilesDir()HOME environment variableSpecify the minimum log level for the logging system. Only logs at or above this level will be shown.
Enables compression of archives when bundling. Note that this currently applies to all platforms except Android where the apk already contains all data compressed.
A list of URLs to the project Library URLs. Refer to the Libraries manual for more information.
custom_resources
Custom resources are bundled in the main game archive using the Custom Resources field in game.project.
The Custom Resources field should contain a comma separated list of resources that will be included in the main game archive. If directories are specified, all files and directories in that directory are recursively included. You can read the files using sys.load_resource().
Loading custom resources is covered in more detail in the File Access manual.
bundle_resources
Bundle resources are additional files and folders located as a part of your application bundle using the Bundle Resources field in game.project.
The Bundle Resources field should contain a comma separated list of directories containing resource files and folders that should be copied as-is into the resulting package when bundling. The directories must be specified with an absolute path from the project root, for example /res. The resource directory must contain subfolders named by platform, or architecture-platform.
Supported platforms are ios, android, osx, win32, linux, web, switch A subfolder named common is also allowed, containing resource files common for all platforms. Example:
res
├── win32
│ └── mywin32file.txt
├── common
│ └── mycommonfile.txt
└── android
├── myandroidfile.txt
└── res
└── xml
└── filepaths.xml
You can use sys.get_application_path() to get the path to where the application is stored. Use this application base path to create the final absolute path to the files you need access to. Once you have the absolute path of these files you can use the io.* and os.* functions to access the files.
Loading bundle resources is covered in more detail in the File Access manual.
bundle_exclude_resources
A comma separated list of resources that should not be included in the bundle. That is, they’re removed from the result of the collection of the bundle_resources step.
A space separated list of directories that should be shared from your project via library sharing. Refer to the Libraries manual for more information.
Allow the engine to continue running while the application window is iconified (desktop platforms only).
The update frequency of the fixed_update(self, dt) lifecycle function. In Hertz.
If the time step becomes too large during a single frame, it will be capped to this max value. Seconds.
Clear color red channel, used by the render script and when the window is created.
Clear color green channel, used by the render script and when the window is created.
Clear color blue channel, used by the render script and when the window is created.
Clear color alpha channel, used by the render script and when the window is created.
Max number of collision objects.
Which type of physics to use, 2D or 3D.
World gravity along x-axis. In meters per second.
World gravity along y-axis. In meters per second.
World gravity along z-axis. In meters per second.
Check if physics should be visualized for debugging.
Alpha component value for visualized physics, 0–1.
Max number of concurrent physics worlds, 4 by default. If you load more than 4 worlds simultaneously through collection proxies you need to increase this value. Be aware that each physics world allocates a fair amount of memory.
Tells the physics engine how to scale the physics worlds in relation to the game world for numerical precision, 0.01–1.0. If the value is set to 0.02, it means that the physics engine will view 50 units as 1 meter ($1 / 0.02$).
Check if the physics engine should apply the transform of a game object to any attached collision object components. This can be used to move, scale and rotate collision shapes, even those that are dynamic.
Check if the physics engine should use fixed and framerate independent updates. Use this setting in combination with the fixed_update(self, dt) lifecycle function and the engine.fixed_update_frequency project setting to interact with the physics engine at regular intervals. For new projects the recommended setting is true.
How big to draw unit objects in physics, like triads and normals.
How many collisions that will be reported back to the scripts.
How many contact points that will be reported back to the scripts.
Ignore contact impulses with values less than this setting.
The max number of 2d ray cast requests per frame.
The max number of 3d ray cast requests per frame.
The maximum number of overlapping physics triggers.
Minimum velocity that will result in elastic collisions.
Max number of steps in the simulation when using fixed timestep (3D only).
Don’t compile shaders for devices running OpenGLES 2.0 / WebGL 1.0.
If checked, a HTTP cache is enabled for faster loading of resources over the network to the running engine on device.
Where to find the project build data, in URI format.
The max number of resources that can be loaded at the same time.
Max number of game object instances in a collection, 1024 by default. (See information about component max count optimizations).
Max number of game objects in the input stack.
Max number of sprites per collection. (See information about component max count optimizations).
Check to allow sprites to appear unaligned with respect to pixels.
Max number of spine model components. (See information about component max count optimizations).
Max number of model components per collection. (See information about component max count optimizations).
Split meshes with more than 65536 vertices into new meshes.
Maximum width of the bone matrix texture. Only the size needed for animations is used, rounded up to nearest power-of-two.
Maximum height of the bone matrix texture. Only the size needed for animations is used, rounded up to nearest power-of-two.
Max number of labels. (See information about component max count optimizations).
Check to allow labels to appear unaligned with respect to pixels.
Number of velocity iterations for the Box2D 2.2 physics solver.
Number of position iterations for the Box2D 2.2 physics solver.
Number of sub-steps for the Box2D 3.x physics solver.
Max number of collection factories. (See information about component max count optimizations).
Image file (.png) to use as application icon at given width and height dimensions W × H.
Storyboard file (.storyboard). Learn more about how to create one in the iOS manual.
The icons asset file (.car) containing app icons.
(iOS 6 and earlier) Check if your icons are prerendered. If this is unchecked the icons will get a glossy highlight added automatically.
The bundle identifier lets iOS recognize any updates to your app. Your bundle ID must be registered with Apple and be unique to your app. You cannot use the same identifier for both iOS and macOS apps. Must consist of two or more segments separated by a dot. Each segment must start with a letter. Each segment must only consist of alphanumeric letters, the underscore or hyphen (-) character (see CFBundleIdentifier)
The bundle short name (15 characters) (see CFBundleName).
The bundle version, either a number or x.y.z. (see CFBundleVersion)
If specified, use this info.plist file when bundling your app.
The Apple Privacy Manifest for the application. The field will default to /builtins/manifests/ios/PrivacyInfo.xcprivacy.
If specified, the entitlements in the supplied provisioning profile (.entitlements, .xcent, .plist) will be merged with the entitlements from the provisioning profile supplied when bundling the application.
The language used if the application doesn’t have user’s preferred language in Localizations list (see CFBundleDevelopmentRegion). Use the two-letter ISO 639-1 standard if preferred language is available there or the three-letter ISO 639-2.
This field contains comma-separated strings identifying the language name or ISO language designator of the supported localizations (see CFBundleLocalizations).
Bundle icon file (.icns) to use as application icon on macOS.
If set, use the specified info.plist file when bundling.
The Apple Privacy Manifest for the application. The field will default to /builtins/manifests/osx/PrivacyInfo.xcprivacy.
The bundle identifier lets macOS recognize updates to your app. Your bundle ID must be registered with Apple and be unique to your app. You cannot use the same identifier for both iOS and macOS apps. Must consist of two or more segments separated by a dot. Each segment must start with a letter. Each segment must only consist of alphanumeric letters, the underscore or hyphen (-) character.
The language used if the application doesn’t have user’s preferred language in Localizations list (see CFBundleDevelopmentRegion). Use the two-letter ISO 639-1 standard if preferred language is available there or the three-letter ISO 639-2.
This field contains comma-separated strings identifying the language name or ISO language designator of the supported localizations (see CFBundleLocalizations).
Refer to the HTML5 platform manual for more information about many of these options.
Heap size in megabytes for Emscripten to use.
Use the specified template HTML file when bundling. By default /builtins/manifests/web/engine_template.html.
Use the specified theme CSS file when bundling. By default /builtins/manifests/web/light_theme.css.
If set, use the specified splash image on startup when bundling instead of Defold logo.
When bundling for HTML5 game data is split up into one or more archive data files. When the engine starts the game, these archive files are read into memory. Use this setting to specify the location of the data.
Suffix to be appended to the archive files. Useful to, for instance, force non-cached content from a CDN (?version2 for example).
List of arguments that will be passed to the engine.
Enable streaming of the wasm file (faster and uses less memory, but requires the application/wasm MIME type).
Enables Fullscreen Button in index.html file.
Enables Made With Defold link in index.html file.
When enabled this option will print information about the engine and engine version in the browser console (using console.log()) when the engine starts.
Specifies which method to use to scale the game canvas.
The number of attempts to download a file when the engine starts (see Retry Time).
The number of seconds to wait between attempts to download a file when the download failed (see Retry Count).
Check if you want the graphics context to have a transparent backdrop.
Liveupdate settings resource file to use during bundling.
Enables auto-mount of previously mounted resources when the application starts.
Enable the in-game profiler.
If checked, enable CPU profiling in release versions of the builds. Normally, you can only access profiling information in debug builds.
Number of milliseconds to sleep between server updates.
Enable in-browser performance timeline (HTML5 only).
When the engine starts, it is possible to provide config values from the command line that override the game.project settings:
# Specify a bootstrap collection
$ dmengine --config=bootstrap.main_collection=/my.collectionc
# Set two custom config values
$ dmengine --config=test.my_value=4711 --config=test2.my_value2=foobar
Custom values can—just like any other config value—be read with sys.get_config_string() or sys.get_config_number():
local my_value = sys.get_config_number("test.my_value")
local my_value2 = sys.get_config_string("test.my_value2")
The game.project settings file contains many values specifying the maximum number of a certain resource that can exist at the same time, often counted per loaded collection (also called world). The Defold engine will use these max values to preallocate memory for this amount of memory to avoid dynamic allocations and memory fragmentation while the game is running.
The Defold data structures used to represent components and other resources are optimized to use as little memory as possible but care should still be taken when setting the values to avoid allocating more memory than is actually necessary.
To further optimize memory usage the Defold build process will analyse the content of the game and override the max counts if it is possible to know for certain the exact amount:
It is possible to define custom settings for the main project or for a native extension. Custom settings for the main project must be defined in a game.properties file in the root of the project. For a native extension they should be defined in an ext.properties file next to the ext.manifest file.
The settings file uses the same INI format as game.project and property attributes are defined using a dot notation with a suffix:
[my_category]
my_property.private = 1
...
The default meta file that is always applied is available here
The following attributes are currently available:
[my_extension]
// `type` - used for the value string parsing
my_property.type = string // one of the following values: bool, string, number, integer, string_array, resource
// `help` - used as help tip in the editor (not used for now)
my_property.help = string
// `default` - value used as default if user didn't set value manually
my_property.default = string
// `private` - private value used during the bundle process but will be removed from the bundle itself
my_property.private = 1 // boolean value 1 or 0
// `label` - editor input label
my_property.label = My Awesome Property
// `minimum` and/or `maximum` - valid range for numeric properties, validated in the editor UI
my_property.minimum = 0
my_property.maximum = 255
// `options` - drop-down choices for the editor UI, comma-separated value[:label] pairs
my_property.options = android: Android, ios: iOS
// `resource` type only:
my_property.filter = jpg,png // allowed file extensions for resource selector dialog
my_property.preserve-extension = 1 // use original resource extension instead of a built one
// deprecation
my_property.deprecated = 1 // mark property as deprecated
my_property.severity-default = warning // if deprecated property is specified, but set to a default value
my_property.severity-override = error // if deprecated property is specified and set to a non-default value
Additionally, you can set the following attributes on a setting category:
[my_extension]
// `group` - game.project category group, e.g. Main, Platforms, Components, Runtime, Distribution
group = Runtime
// `title` - displayed category title
title = My Awesome Extension
// `help` - displayed category help
help = Settings for My Awesome Extension
At the moment meta properties are used only in bob.jar when bundling application, but later will be parsed by the editor and represented in the game.project viewer.