Config
Advanced parameters for customizing Engine initialization.
These settings control memory allocation, threading, and rendering behavior.
Types
Properties
Assert that the native window handed to createSwapChain is valid.
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.
Size in MiB of the low-level command buffer arena; typically minCommandBufferSizeMB * 3.
Disable the debug check that catches use of a destroyed backend handle.
Disable backend parallel shader compilation, forcing serial compilation.
Size in MiB of the backend's handle arena; 0 uses the build's default.
Evaluate up to four directional lights beyond the dominant one. The extra lights cast no shadows and draw no sun disc.
Force an OpenGL ES 2.0 context (if applicable).
GPU context priority hint for the driver.
Number of threads for the job system: 0 picks by heuristic, SINGLE_THREADED runs jobs on the calling thread.
Unreferenced material definitions kept alive to avoid recompiling; 0 destroys them immediately.
Don't panic when the Metal backend can't acquire a drawable.
Total size of the Metal backend's shared upload staging buffer; 0 disables it.
Minimum size in MiB of a low-level command buffer.
Size in MiB of the per-frame high-level command buffer.
Size in MiB of the per-frame data arena, the main area used by the engine to allocate per-frame data.
Preferred shader language to use.
Unreferenced program specializations kept alive; 0 destroys them immediately.
Maximum age of cached resources, in frames.
Size of the resource allocator cache in MiB.
Initial size in bytes of the shared uniform buffer used for batching.
Number of stereoscopic eyes (usually 2 for VR).
Stereoscopic rendering technique to use.