Config

class Config

Advanced parameters for customizing Engine initialization.

These settings control memory allocation, threading, and rendering behavior.

Constructors

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constructor()

Types

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object Companion
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The shader language the Metal backend prefers; no effect on other backends.

Properties

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Assert that the native window handed to createSwapChain is valid.

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How asynchronous operations are handled. They also need the backend.enable_asynchronous_operation Builder.feature and a backend that supports them; check Engine.isAsynchronousModeEnabled before using them. Without threads (web) THREAD_PREFERRED falls back to AMORTIZATION, which advances only as frames render.

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Size in MiB of the low-level command buffer arena; typically minCommandBufferSizeMB * 3.

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Disable the debug check that catches use of a destroyed backend handle.

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Disable backend parallel shader compilation, forcing serial compilation.

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Size in MiB of the backend's handle arena; 0 uses the build's default.

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Evaluate up to four directional lights beyond the dominant one. The extra lights cast no shadows and draw no sun disc.

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Force an OpenGL ES 2.0 context (if applicable).

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GPU context priority hint for the driver.

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Number of threads for the job system: 0 picks by heuristic, SINGLE_THREADED runs jobs on the calling thread.

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Unreferenced material definitions kept alive to avoid recompiling; 0 destroys them immediately.

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Don't panic when the Metal backend can't acquire a drawable.

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Total size of the Metal backend's shared upload staging buffer; 0 disables it.

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Minimum size in MiB of a low-level command buffer.

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Size in MiB of the per-frame high-level command buffer.

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Size in MiB of the per-frame data arena, the main area used by the engine to allocate per-frame data.

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Preferred shader language to use.

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Unreferenced program specializations kept alive; 0 destroys them immediately.

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Maximum age of cached resources, in frames.

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Size of the resource allocator cache in MiB.

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Initial size in bytes of the shared uniform buffer used for batching.

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Number of stereoscopic eyes (usually 2 for VR).

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Stereoscopic rendering technique to use.