RuntimeInitConfig
Defined in: runtime/runtimeLoader.ts:713
Properties
Section titled “Properties”achievements?
Section titled “achievements?”
optionalachievements?: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.
optionalaot?: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
Section titled “manifest”manifest:
AotManifest
module
Section titled “module”module:
string|BufferSource
app:
App
Defined in: runtime/runtimeLoader.ts:714
aspectRatio?
Section titled “aspectRatio?”
optionalaspectRatio?:number
Defined in: runtime/runtimeLoader.ts:781
audioConfig?
Section titled “audioConfig?”
optionalaudioConfig?: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.
catalog?
Section titled “catalog?”
optionalcatalog?: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.
cellDocuments?
Section titled “cellDocuments?”
optionalcellDocuments?: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
Section titled “firstScene”firstScene:
string
Defined in: runtime/runtimeLoader.ts:756
manifest?
Section titled “manifest?”
optionalmanifest?: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
Section titled “module”module:
ESEngineModule|null
Defined in: runtime/runtimeLoader.ts:716
The wasm module, or null on a native host (see LoadRuntimeSceneOptions).
persistUpdateKey?
Section titled “persistUpdateKey?”
optionalpersistUpdateKey?: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).
physicsConfig?
Section titled “physicsConfig?”
optionalphysicsConfig?: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.
physicsEnabled?
Section titled “physicsEnabled?”
optionalphysicsEnabled?:boolean
Defined in: runtime/runtimeLoader.ts:764
Project-declared physics enable; see LoadRuntimeSceneOptions.physicsEnabled.
physicsModule?
Section titled “physicsModule?”
optionalphysicsModule?:PhysicsWasmModule|null
Defined in: runtime/runtimeLoader.ts:759
remoteRoot?
Section titled “remoteRoot?”
optionalremoteRoot?: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
Section titled “scenes”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.
optionaldata?:SceneData
name:
string
optionalpath?:string
screenFit?
Section titled “screenFit?”
optionalscreenFit?: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
Section titled “designHeight”designHeight:
number
designWidth
Section titled “designWidth”designWidth:
number
matchWidthOrHeight
Section titled “matchWidthOrHeight”matchWidthOrHeight:
number
scaleMode
Section titled “scaleMode”scaleMode:
number
source
Section titled “source”source:
RuntimeAssetSource
Defined in: runtime/runtimeLoader.ts:717
spineManager?
Section titled “spineManager?”
optionalspineManager?:SpineManager|null
Defined in: runtime/runtimeLoader.ts:758
spineModule?
Section titled “spineModule?”
optionalspineModule?:SpineWasmModule|null
Defined in: runtime/runtimeLoader.ts:757
steamAppId?
Section titled “steamAppId?”
optionalsteamAppId?: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.
uiTheme?
Section titled “uiTheme?”
optionaluiTheme?:"dark"|"light"
Defined in: runtime/runtimeLoader.ts:769
Project-declared UI theme; see LoadRuntimeSceneOptions.uiTheme.
uiThemeOverrides?
Section titled “uiThemeOverrides?”
optionaluiThemeOverrides?:ThemeOverrides
Defined in: runtime/runtimeLoader.ts:771
Project-declared theme token overrides; see LoadRuntimeSceneOptions.uiThemeOverrides.
worlds?
Section titled “worlds?”
optionalworlds?: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.