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RuntimeInitConfig

Defined in: runtime/runtimeLoader.ts:713

optional achievements?: string[]

Defined in: runtime/runtimeLoader.ts:777

The achievement ids the project declares — the set an unlock is checked against, since a store would take an unknown one and do nothing.


optional aot?: object

Defined in: runtime/runtimeLoader.ts:788

The compiled twins a build produced (docs/REARCH_AOT.md): bytes, because fetching them is the transport’s job — http here, wx there. Installed before the first scene registers, the only moment where no component exists yet to be left behind in the wrong memory.

manifest: AotManifest

module: string | BufferSource


app: App

Defined in: runtime/runtimeLoader.ts:714


optional aspectRatio?: number

Defined in: runtime/runtimeLoader.ts:781


optional audioConfig?: AudioProjectConfig

Defined in: runtime/runtimeLoader.ts:767

Project-declared mixer state (bus volumes / custom buses / effects / duck rules) — threaded from the editor’s audio config, applied once at boot.


optional catalog?: Catalog

Defined in: runtime/runtimeLoader.ts:738

Logical-path → build-path catalog for cooked builds (content-addressed staging renames physical files): loaders route their inner text refs (a material’s shader path) through Catalog.getBuildPath, which is identity without one. Applied when the per-App runtime Assets is first created.


optional cellDocuments?: ReadonlyMap<string, SceneData>

Defined in: runtime/runtimeLoader.ts:755

Cell name → its document, for a host that already holds them: an editor Play session cuts the unsaved scene in memory and has nowhere to fetch a cell FROM. A package leaves this out and every cell arrives by its path; the manifest is the same either way, cell paths included.


firstScene: string

Defined in: runtime/runtimeLoader.ts:756


optional manifest?: AddressableManifest | ManifestModel | null

Defined in: runtime/runtimeLoader.ts:724

Addressable manifest for the app’s Assets, enabling Assets.loadGroup (on-demand groups / subpackages) from game code. Set here — on the per-App runtime instance — rather than on whatever Assets resource existed before initRuntime, which the runtime instance replaces.


module: ESEngineModule | null

Defined in: runtime/runtimeLoader.ts:716

The wasm module, or null on a native host (see LoadRuntimeSceneOptions).


optional persistUpdateKey?: string

Defined in: runtime/runtimeLoader.ts:731

Storage key an applied hot-update persists the manifest under. When set, initRuntime restores any manifest a prior run persisted there — a returning player boots on the updated content (Assets.restorePersistedUpdate).


optional physicsConfig?: Physics2DPluginConfig

Defined in: runtime/runtimeLoader.ts:762

Project-declared physics world config (gravity, solver tuning, collision-layer masks, sleep/continuous toggles) — threaded from the editor’s Project Settings.


optional physicsEnabled?: boolean

Defined in: runtime/runtimeLoader.ts:764

Project-declared physics enable; see LoadRuntimeSceneOptions.physicsEnabled.


optional physicsModule?: PhysicsWasmModule | null

Defined in: runtime/runtimeLoader.ts:759


optional remoteRoot?: string

Defined in: runtime/runtimeLoader.ts:727

CDN root that remote-group assets resolve against (Assets.setRemoteRoot) — enables hot-update delivery from a remote origin.


scenes: object[]

Defined in: runtime/runtimeLoader.ts:742

Every scene the game can switch to. data loads eagerly at register time; path registers a lazy scene fetched through the runtime Assets on first SceneManagerState.switchTo/load. One of the two.

optional data?: SceneData

name: string

optional path?: string


optional screenFit?: object

Defined in: runtime/runtimeLoader.ts:774

The design resolution and camera fit. A desktop window opens at the design size; the fit itself is applied by createWebApp/createNativeApp.

designHeight: number

designWidth: number

matchWidthOrHeight: number

scaleMode: number


source: RuntimeAssetSource

Defined in: runtime/runtimeLoader.ts:717


optional spineManager?: SpineManager | null

Defined in: runtime/runtimeLoader.ts:758


optional spineModule?: SpineWasmModule | null

Defined in: runtime/runtimeLoader.ts:757


optional steamAppId?: number

Defined in: runtime/runtimeLoader.ts:780

The Steam application id; present ⇒ try to bring a Steam client up and let it answer for achievements. Absent or unavailable keeps the local one.


optional uiTheme?: "dark" | "light"

Defined in: runtime/runtimeLoader.ts:769

Project-declared UI theme; see LoadRuntimeSceneOptions.uiTheme.


optional uiThemeOverrides?: ThemeOverrides

Defined in: runtime/runtimeLoader.ts:771

Project-declared theme token overrides; see LoadRuntimeSceneOptions.uiThemeOverrides.


optional worlds?: WorldManifest[]

Defined in: runtime/runtimeLoader.ts:748

Cooked worlds the build carries. The one belonging to firstScene is adopted by the streamer after that scene is up — its cells are content residency brings in, so they are deliberately not in scenes.