API for the engine's global configuration.
Use the set()/get() method to change/get the value of a property. Use the reset() method to reset all properties to their default state. Any change in configuration must occur before engine initialization. Keep in mind that some of the properties are affected by the quality profile and the user's hardware/browser. In the former case use the P_CUSTOM profile in order to change such properties.
Normally, the users should not alter these parameters.
Configuration Parameters Available
- allow_cors
- Boolean, allow cross-origin resource sharing.
- allow_hidpi
- Boolean, allow HIDPI mode on supported devices (use the P_CUSTOM profile in order to change this parameter).
- alpha
- Boolean, enable WebGL canvas transparency.
- alpha_sort
- Boolean, enable z-sorting for transparent materials.
- alpha_sort_threshold
- Number, camera distance threshold for transparency z-sorting.
- anaglyph_use
- Deprecated, use "stereo" instead. Boolean, enable anaglyph stereo rendering.
- animation_framerate
- Number, animation framerate.
- anisotropic_filtering
- Boolean, enable anisotropic filtering.
- antialiasing
- Boolean, enable postprocess-based anti-aliasing (use the P_CUSTOM profile in order to change this parameter).
- assets_dds_available
- Boolean, allow the engine to use compressed DDS textures.
- assets_gzip_available
- Boolean, enable loading gzipped versions of json/bin/dds/pvr files. It's worth
doing it if gzip compression is not set up on a server. A gzipped file must be
placed near the original one and its name must be the same as the name of the
original file + the ".gz" extension. For example:
my_folder/ my_project.json my_project.json.gz my_project.bin my_project.bin.gz
- assets_min50_available
- Boolean, allow the engine to use halved textures. The halved textures should be present near the source textures in order to be picked up.
- assets_path
- String, path to the assets directory (for get_assets_path() and get_std_assets_path()).
- assets_pvr_available
- Boolean, allow the engine to use compressed PVRTC textures. These textures should be present near the source textures in order to be picked up.
- audio
- Boolean, enable Web Audio.
- background_color
- Array, RGBA values to use as a background color for the WebGL canvas.
- bloom
- Boolean, enable bloom.
- built_in_module_name
- String, name of the module which stores exported data (HTML export only).
- canvas_resolution_factor
- Number, set the resolution factor for the canvas. Requires the following call to apply changes: container.resize_to_container(true).
- compositing
- Boolean, enable compositing.
- console_verbose
- Boolean, print more debug info in the browser console.
- debug_view
- Boolean, enable debug view mode.
- dof
- Boolean, enable the Depth of Field effect.
- do_not_load_resources
- Boolean, disable loading of assets (textures and sounds).
- enable_outlining
- Boolean, enable object outlining.
- enable_selectable
- Boolean, enable object selection.
- enable_texture_cache
- Boolean, cache all textures to prevent redundant resource requests and speed up scene dynamic loading. Enabled by default. Note: this option affects the dynamic loading functionality only, if it's your case and you have some issues with GPU memory overloading consider disabling this option.
- glow_materials
- Boolean, enable glow materials.
- gl_debug
- Boolean, enable gl errors check. Very slow.
- god_rays
- Boolean, enable god rays.
- is_mobile_device
- Boolean, check mobile device. Read-only.
- lod_leap_smooth_threshold
- Number, the maximum amount of the camera movement (in meters) that still can trigger a smooth transition during the LOD switching. Low values can be useful to prevent noticeable smooth transitions while teleporting. High values can be useful to keep smooth transitions for fast moving cameras (e.g. flight simulators).
- lod_smooth_transitions
- Boolean, enable smooth transitions between LOD levels.
- max_fps
- Number, maximum FPS limit.
- max_fps_physics
- Number, maximum physics FPS limit.
- media_auto_activation
- Boolean, activate media data context on mobile devices using a popup dialog.
- motion_blur
- Boolean, enable motion_blur.
- outlining_overview_mode
- Boolean, make all objects selectable, enable object outlining and outlining on selection.
- physics_calc_fps
- Boolean, return physics FPS in the FPSCallback.
- physics_enabled
- Boolean, use the uranium.js physics engine.
- physics_uranium_path
- String, path to the directory of uranium.js file. If not specified, search in the directory with the engine's sources.
- physics_use_wasm
- Boolean, use WebAssembly for physics or not(default).
- physics_use_workers
- Boolean, simulate physics in workers (default) or not.
- precision
- String, preferred GLSL floating point precision (use the P_CUSTOM profile in order to change this parameter).
- prevent_caching
- Boolean, prevent assets caching by appending timestamp suffix to their URLs (default) or not.
- quality
- Number, preferred rendering quality profile (one of P_LOW, P_HIGH, P_ULTRA, P_CUSTOM enums).
- reflections
- Boolean, enable reflections.
- reflection_quality
- String, quality of reflections. It can be "LOW", "MEDIUM" or "HIGH".
- refractions
- Boolean, enable refractions.
- sfx_mix_mode
- Boolean, enable the mixer mode in the SFX subsystem.
- shaders_path
- String, path to the shaders directory (developer version only).
- shadows
- Boolean, enable shadows.
- shadow_blur_samples
- String, number of shadow border blur samples. It can be "16x", "8x" or "4x".
- show_hud_debug_info
- Boolean, show HUD with debug information.
- smaa
- Deprecated. Boolean, enable SMAA anti-aliasing (use the P_CUSTOM profile in order to change this parameter).
- smaa_area_texture_path
- Deprecated. String, path to the SMAA "area" texture. If not specified, search in the directory with the engine's sources.
- smaa_search_texture_path
- Deprecated. String, path to the SMAA "search" texture. If not specified, search in the directory with the engine's sources.
- srgb_type
- String, the quality of the "Linear <-> sRGB" color conversions. Can be one of the following: "SRGB_SIMPLE" - a bit faster, but less accurate, which is especially noticeable for the dark tones; "SRGB_PROPER" - a bit slower, but more precise.
- ssao
- Boolean, enable SSAO.
- stereo
- String, stereoscopic mode: "ANAGLYPH", "SIDEBYSIDE", "HMD" or "NONE".
- use_min50
- Boolean, enable min50 textures.
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Summary
Members
Methods
- apply_quality(quality)
- get(prop) → {*}
- get_assets_path(name) → {string}
- get_std_assets_path() → {string}
- reset()
- reset_limits()
- set(prop, value)
Type Definitions
Detailed Description
Members
P_AUTO
Auto quality profile: cannot be used directly, only for quality
auto configurators.
Type:
- Source:
P_CUSTOM
Custom quality profile: use engine defaults, allow customization.
Type:
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P_HIGH
High quality profile: use all requested features.
Type:
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P_LOW
Low quality profile: maximize engine performance, minimize memory consumption.
Type:
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P_ULTRA
Ultra quality profile: use all requested features and maximize quality.
Type:
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Methods
apply_quality(quality)
Set the engine's quality profile.
Parameters:
Name | Type | Description |
---|---|---|
quality |
QualityProfile | Quality profile |
- Source:
get(prop) → {*}
Get the value of the config property of the engine.
Parameters:
Name | Type | Description |
---|---|---|
prop |
string | Property name |
Returns:
Value of property
- Type
- *
- Source:
get_assets_path(name) → {string}
Get the path to the project's assets directory.
Parameters:
Name | Type | Description |
---|---|---|
name |
string | Name of the project |
Returns:
Path to assets
- Type
- string
get_std_assets_path() → {string}
Get the path to the standard assets directory inside the SDK.
Returns:
Path to assets
- Type
- string
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reset()
Reset all the engine's config properties to defaults.
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reset_limits()
Reset context limit properties to minimum.
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set(prop, value)
Set the value of the config property of the engine.
Parameters:
Name | Type | Description |
---|---|---|
prop |
string | Property name |
value |
* | New property value |
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