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Project settings

The file game.project contains all project wide settings. It must stay in the root of the project and must be named game.project. The first thing the engine does when starting up and launching your game is looking for this file.

Every setting in the file belongs to a category. The format of the file is simple text and can be edited by any standard text editor. The format 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.

Below are all the available settings, arranged by section. Some settings are not yet exposed in the settings editor (these are marked “hidden setting” below), but can be set manually by right clicking “game.project” and selecting Open With ▸ Text Editor.

Setting config values on engine startup

When the engine starts, it is possible to provide config values from the command line that override the game.project settings:

# Specify a bootstap collection
$ dmengine --config=bootstrap.main_collection=/my.collectionc

# Set the custom value "test.my_value"
$ dmengine --config=test.my_value=4711

Custom values can—just as any other config value—be read with sys.get_config().

Project

title
The title of the application.
version
The version of the application.
write_log
When checked the engine will write a log file log.txt in the project root. When running on iOS, the log file can be accessed through iTunes and the Apps tab and the File Sharing section. On Android, the file is stored in the apps external storage. When running the dmengine development app, you can view the log with:
$ adb shell cat /mnt/sdcard/Android/data/com.defold.dmengine/files/log.txt
compress_archive
Enables compression of archives when bundling. Note that this currently applies to all platforms except Android where the apk already contains all data compressed.
dependencies
A comma-separated list of URL:s to the project Library URL:s (can be found in the Defold dashboard) that this project uses. Note that you need to be a member of the dependent projects.
custom_resources (hidden setting)
A comma separated list of resources that will be included in the project. If directories are specified, all files and directories in that directory are recursively included.
bundle_resources (hidden setting)
A directory containing resource files and folders that should be copied as-is into the resulting package when bundling. The directory is specified with an absolute path from the project root, for example /res. The resource directory should contain subfolders named by platform, or architecure-platform. Supported platforms are ios, android and osx. Supported arc-platform pairs are armv7-ios, arm64-ios, armv7-android and x86_64-osx. A subfolder named common is also allowed, containing resource files common for all platforms.

Bootstrap

main_collection
File reference of the collection to use for starting the application, /logic/main.collectionc by default.
render
Which render file to use, which defines the render pipeline, /builtins/render/default.renderc by default.

Library

include_dirs
A space separated list of directories that should be shared from your project via library sharing.

Script

shared_state
Check to share a single Lua state between all script types, checked by default.

Tracking

app_id
A unique tracking ID for this project. The project tracking ID an be found on the project dashboard.

Display

width
The width in pixels of the application window, 960 by default.
height
The height in pixels of the application window, 640 by default.
high_dpi
Creates a high dpi back buffer on displays that support it. I.e. the game will render in higher resolution.
samples
How many samples to use for super sampling anti-aliasing, 0 by default, which means it is turned off.
fullscreen
Check if the application should start full screen. If unchecked, the application runs windowed.
update_frequency
Frame update frequency, 60 by default. Valid values are 60, 30, 20, 15, 12, 10, 6, 5, 4, 3, 2 or 1.
variable_dt
Check if time step should be measured against actual time or be fixed (set to update_frequency).
display_profiles
Specifies which display profiles file to use, /builtins/render/default.display_profilesc by default.
dynamic_orientation
Check if the app should dynamically switch between portrait and landscape on device rotation. Note that the development app does not currently respect this setting.

Physics

type
Which type of physics to use, 2D (default) or 3D.
gravity_y
World gravity along y-axis, -10 by default (natural gravity)
debug
Check if physics should be visualized for debugging.
debug_alpha
Alpha component value for visualized physics, 01. The value is 0.9 by default.
world_count
Max number of concurrent physics worlds, 4 by default (careful, they waste memory).
gravity_x
World gravity along x-axis, 0 by default.
gravity_z
World gravity along z-axis, 0 by default.
scale
How to scale the physics worlds in relation to the game world for numerical precision, 0.011. The value is 0.02 by default.
debug_scale
How big to draw unit objects in physics, like triads and normals, 30 by default.
max_collisions
How many collisions that will be reported back to the scripts, 64 by default.
max_contacts
How many contact points that will be reported back to the scripts, 128 by default.
contact_impulse_limit
Ignore contact impulses with values less than this setting, 0 by default.

Graphics

default_texture_min_filter
Specifies which filtering to use for min filtering, linear (default) or nearest.
default_texture_mag_filter
Specifies which filtering to use for mag filtering, linear (default) or nearest.
max_debug_vertices
The maximum number of debug vertices. Used for physics shape rendering among other things, 10000 by default.
texture_profiles
The texture profiles file to use for this project, /builtins/graphics/default.texture_profiles by default.

Input

repeat_delay
Seconds to wait before a held down input should start repeating itself, 0.5 by default.
repeat_interval
Seconds to wait between each repetition of a held down input, 0.2 by default.
gamepads
File reference of the gamepads config file, which maps gamepad signals to OS, /builtins/input/default.gamepadsc by default.
game_binding
File reference of the input config file, which maps hardware inputs to actions, /input/game.input_bindingc by default.

Resource

http_cache
Check if the HTTP cache should be enabled for faster loads over network.
uri
Where to find the project build data, in URI format.
max_resources
The max number of resources that can be loaded at the same time, 1024 by default.

Network

http_timeout
The HTTP timeout in seconds. Set to 0 to disable timeout, which is the default.

Collection

max_instances
Max number of game object instances in a collection, 1024 by default.

Sound

gain
Global gain (volume), 01, The value is 1 by default.
max_sound_data
Max number of different sounds, 128 by default.
max_sound_buffers
Max number of concurrent sound buffers, 32 by default.
max_sound_sources
Max number of concurrently playing sounds, 16 by default.
max_sound_instances
Max number of concurrent sound instances, 256 by default.

Sprite

max_count
Max number of sprites, 128 by default.
subpixels
Check to allow sprites to appear unaligned with respect to pixels, checked by default.

Spine

max_count
Max number of spine models, 128 by default.

GUI

max_count
Max number of GUI components, 64 by default.

Label

max_count
Max number of labels, 64 by default.
sub_pixels
Check to allow lables to appear unaligned with respect to pixels, checked by default.

Particle FX

max_emitter_count
The max number of concurrent emitters, 64 by default.
max_particle_count
The max number of concurrent particles, 1024 by default.

Collection proxy

max_count
Max number of collection proxies, 8 by default.

Collection factory

max_count
Max number of collection factories, 128 by default.

Factory

max_count
Max number of game object factories, 128 by default.

iOS

app_icon_WxH
Image file to use as application icon at given width and height dimensions W × H.
launch_image_WxH
Image file to use as application launch image for resolution width and height dimensions W × H. Note that iOS selects the display resolution based on the launch image.
pre_rendered_icons
(iOS 6 and earlier) Check if your icons are pre-rendered. If this is unchecked the icons will get a glossy highlight added automatically.
bundle_identifier
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 OS X apps.
infoplist
If specified, use this info.plist file when bundling your app.

Android

app_icon_WxH
Image file to use as application icon at given width and height dimensions W × H.
version_code
An integer value indicating the version of the app. Increase the value for each subsequent update.
push_icon_SIZE
Image files to be used as custom push notification icon on Android. The icons will automatically be used for both local or remote push notifications. If not set the application icon will be used by default.
push_field_title
Specifies which payload JSON field should be used as notification title. Leaving this setting empty makes the pushes default to the application name as title.
push_field_text
Specifies which payload JSON field should be used as notification text. If left empty, the text in the field alert is used, just as on iOS.
package
Package identifier.
gcm_sender_id
Google Cloud Messaging Sender Id. Set this to the string assigned by Google to enable push notifications.
manifest
If set, use the specified Android manifest XML file when bundling.
iap_provider
Specifies which store to use. Valid options are Amazon and GooglePlay, GooglePlay by default.
input_method
Specifies which method to use to get keyboard input on Android devices. Valid options are KeyEvent (old method) and HiddenInputField (new). KeyEvent by default.

OS X

app_icon
Image file to use as application icon on OS X.
infoplist
If set, use the specified info.plist file when bundling.
bundle_identifier
The bundle identifier lets OS X 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 OS X apps.

Windows

app_icon
Image file to use as application icon on Windows.

HTML5

set_custom_heap_size
If set, Emscripten allocates custom_heap_size number of bytes for the application heap.
custom_heap_size
Sets the custom heap size for Emscripten to use if set_custom_heap_size is set. If not set, 256MB is allocated for the application heap.
include_dev_tool
Includes a visual dev-tool in the application that allows tracking of memory usage.
htmlfile
If set, use the specified template HTML file when bundling.
cssfile
If set, use the specified CSS file when bundling.
splash_image
If set, use the specified splash image on startup when bundling.
archive_location_prefix
Game content are be split up into archive data files that are be requested by the engine at boot. Use this setting to specify the location of the data, archive by default.
archive_location_suffix
Suffix to be appended to the archive files. Useful to, for instance, force non-cached content from a CDN (?version2 for example).

Facebook

appid (hidden setting)
The application id as issued by Facebook.

IAP

auto_finish_transactions
Check to automatically finish iap transactions. If unchecked, you need to explicitly call iap.finish() after a successful transaction, checked by default.

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