Startup Configuration Files
A startup configuration file needs to be configured for fx_main.exe to start correctly. Take game_framework_editor.ini as an example to illustrate the related configuration options as follows:
Section | Item | Description | Necessary |
---|---|---|---|
System | Sleep | Loop sleep milliseconds (If less than 0, no sleep) | Yes |
MainEntity | Main entity type. An object of this type will be created as the main entity when starting the Engine. It will be returned by the ICore::GetMainEntity script interface nx_main. The main entity type of the Client Engine is generally fx_world.world. | No | |
MainScript | Main script. If it is not empty, the Engine will call the main function of the specified script under the script path when starting, with the calling parameters as the main entity and command line parameters. | Yes | |
DllPath | Append DLL search path | Yes | |
FileSystem | Specify which file system to be used. If it is empty, the built-in file system in the fx_core module will be used by default. | Yes | |
FileConfig | Config files in the file system | Yes | |
Module | [dllname] | Each item name represents a DLL that needs to be loaded. | No |
Script | Path | Script path | No |
Reload | Whether to enable script Hot Reload. 1 is on, while 0 is off. | Yes | |
Resource | Path | Resource path. If OPEN_PROJECT is in the command line parameter of fx_main.exe, the current configs will be overridden by the ones in the project files specified by the OPEN_PROJECT parameter. | No |
EditorResource | Path | Editor resource path | Yes |
EngineResource | Path | Engine required resource path | No |
EngineShader | Path | Shader path | No |
EngineThemes | Path | Theme path | Yes |
ProjectTemplates | Path | Project template path (Valid in Editor only) | Yes |
EngineConfig | engine_config | Engine config path, the folder configured relative to EngineResource | No |