RuntimeInitConfig
Defined in: runtimeLoader.ts:426
Properties
Section titled “Properties”app:
App
Defined in: runtimeLoader.ts:427
aspectRatio?
Section titled “aspectRatio?”
optionalaspectRatio?:number
Defined in: runtimeLoader.ts:472
audioConfig?
Section titled “audioConfig?”
optionalaudioConfig?:AudioProjectConfig
Defined in: runtimeLoader.ts:467
Project-declared mixer state (bus volumes / custom buses / effects / duck rules) — threaded from the editor’s audio config, applied once at boot.
catalog?
Section titled “catalog?”
optionalcatalog?:Catalog
Defined in: runtimeLoader.ts:451
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.
firstScene
Section titled “firstScene”firstScene:
string
Defined in: runtimeLoader.ts:456
manifest?
Section titled “manifest?”
optionalmanifest?:AddressableManifest|ManifestModel|null
Defined in: runtimeLoader.ts:437
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
Section titled “module”module:
ESEngineModule|null
Defined in: runtimeLoader.ts:429
The wasm module, or null on a native host (see LoadRuntimeSceneOptions).
persistUpdateKey?
Section titled “persistUpdateKey?”
optionalpersistUpdateKey?:string
Defined in: runtimeLoader.ts:444
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).
physicsConfig?
Section titled “physicsConfig?”
optionalphysicsConfig?:PhysicsPluginConfig
Defined in: runtimeLoader.ts:462
Project-declared physics world config (gravity, solver tuning, collision-layer masks, sleep/continuous toggles) — threaded from the editor’s Project Settings.
physicsEnabled?
Section titled “physicsEnabled?”
optionalphysicsEnabled?:boolean
Defined in: runtimeLoader.ts:464
Project-declared physics enable; see LoadRuntimeSceneOptions.physicsEnabled.
physicsModule?
Section titled “physicsModule?”
optionalphysicsModule?:PhysicsWasmModule|null
Defined in: runtimeLoader.ts:459
remoteRoot?
Section titled “remoteRoot?”
optionalremoteRoot?:string
Defined in: runtimeLoader.ts:440
CDN root that remote-group assets resolve against (Assets.setRemoteRoot) —
enables hot-update delivery from a remote origin.
scenes
Section titled “scenes”scenes:
object[]
Defined in: runtimeLoader.ts:455
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.
optionaldata?:SceneData
name:
string
optionalpath?:string
source
Section titled “source”source:
RuntimeAssetSource
Defined in: runtimeLoader.ts:430
spineManager?
Section titled “spineManager?”
optionalspineManager?:SpineManager|null
Defined in: runtimeLoader.ts:458
spineModule?
Section titled “spineModule?”
optionalspineModule?:SpineWasmModule|null
Defined in: runtimeLoader.ts:457
uiTheme?
Section titled “uiTheme?”
optionaluiTheme?:"dark"|"light"
Defined in: runtimeLoader.ts:469
Project-declared UI theme; see LoadRuntimeSceneOptions.uiTheme.
uiThemeOverrides?
Section titled “uiThemeOverrides?”
optionaluiThemeOverrides?:ThemeOverrides
Defined in: runtimeLoader.ts:471
Project-declared theme token overrides; see LoadRuntimeSceneOptions.uiThemeOverrides.