Editor preferences
You can modify the settings of the editor from the Preferences window. The preferences window is opened from the File -> Preferences menu.
General
- Load External Changes on App Focus
- Enables scanning for external changes when the editor receives focus.
- Open Bundle Target Folder
- Enables opening of the target bundle folder after bundling process is done.
- Enable Texture Compression
- Enables texture compression for all builds made from the editor.
- Escape Quits Game
- Shutdown a running build of your game using the Esc key.
- Track Active Tab in Asset Browser
- The file edited in selected tab in the Editor pane will be selected in the Asset Browser (also known as the Asset pane).
- Lint Code on Build
- Enables code linting when the project is built. This option is enabled by default, but can be disabled if the linting in a large project takes too much time.
- Path to custom keymap
- Absolute path to a file containing custom keyboard shortcuts.
Code
- Custom Editor
- Absolute path to an external editor. On macOS it should be the path to the executable inside the .app (eg
/Applications/Atom.app/Contents/MacOS/Atom
).
- Open File
- The pattern used by the custom editor to specify which file to open. The pattern
{file}
will be replaced by the filename to open.
- Open File at Line
- The pattern used by the custom editor to specify which file to open and on which line number. The pattern
{file}
will be replaced by the filename to open and {line}
by the line number.
- Code editor font
- Name of a system installed font to use in the code editor.
Open script files in Visual Studio Code
To open script files from the Defold Editor directly in Visual Studio Code, you must set the following settings by specifying the path to the executable file:
- MacOS:
/Applications/Visual Studio Code.app/Contents/MacOS/Electron
- Linux:
/usr/bin/code
- Windows:
C:\Program Files\Microsoft VS Code\Code.exe
Set these parameters to open specific files and lines:
- Open File:
. {file}
- Open File at Line:
. -g {file}:{line}
The .
character here is required to open the entire workspace, not an individual file.
Extensions
- Build Server
- URL to the build server used when building a project containing native extensions. It is possible to add a username and access token to the URL for authenticated access to the build server. Use the following notation to specify the username and access token:
username:token@build.defold.com
. Authenticated access is required for Nintendo Switch builds and when running your own build server instance with authentication enabled (refer to the build server documentation for more information). The username and password can also be set as the system environment variables DM_EXTENDER_USERNAME
and DM_EXTENDER_PASSWORD
.
- Build Server Headers
- additional headers to the build server when building native extensions. It’s important for using CloudFlare service or similar services with extender.
- ADB path
- Path to ADB command line tool installed on this system. If you have ADB installed on your system, the Defold editor will use it to install and run bundled Android APKs to a connected Android Device. By default, the editor checks if ADB is installed in well-known locations, so you only need to specify the path if you have ADB installed in a custom location.
- ios-deploy path
- Path to ios-deploy command line tools installed on this system (only relevant for macOS). Similarly to the ADB path, the Defold editor will use this tool to install and run bundled iOS applications on a connected iPhone. By default, the editor checks if ios-deploy is installed in well-known locations, so you only need to specify the path if you use a custom installation of ios-deploy.