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PlayRealmRuntimeConfig

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Defined in: playRealmRuntime.ts:35

app: App

Defined in: playRealmRuntime.ts:36


optional assetBaseUrl?: string

Defined in: playRealmRuntime.ts:75

Project-root URL for path-addressed runtime assets. Textures resolve through the uuid manifest, but the audio channel takes plain project-relative paths (audio.playSFX('assets/…')), so it needs this base to fetch from the project rather than the play-realm subdir.


assetManifest: Record<string, string>

Defined in: playRealmRuntime.ts:48

Lowercased uuid → fetchable URL (e.g. estella://project/<path>).


optional assetPathMap?: Record<string, string>

Defined in: playRealmRuntime.ts:56

Logical (source) path → fetchable staged path, for cooked builds whose content-addressed staging renamed the physical files. Path-style refs (a scene’s “assets/x.esmaterial”) resolve through this BEFORE extension sniffing, exactly like uuid refs — so a .png staged as .ktx2 transcodes. Omit when files are served at their logical paths (the editor realm).


optional audioConfig?: AudioProjectConfig

Defined in: playRealmRuntime.ts:87

Project-declared mixer state (bus volumes / effects / duck rules).


canvas: HTMLCanvasElement

Defined in: playRealmRuntime.ts:38


optional catalogData?: CatalogData | null

Defined in: playRealmRuntime.ts:62

Logical path → build-path catalog for the same cooked case: loaders fetch their INNER text refs (a material’s shader) through Catalog.getBuildPath, which is identity without this. Omit alongside assetPathMap.


optional enableStats?: boolean

Defined in: playRealmRuntime.ts:89

Turn on per-phase / per-system frame timing (editor profiler; off in shipped games).


optional entrySceneName?: string

Defined in: playRealmRuntime.ts:46

SceneManager name of the entry sceneData (default ‘__play’). Shipped builds pass the real scene name so game code can switch back to it.


optional extraScenes?: object[]

Defined in: playRealmRuntime.ts:43

Additional switchable scenes beyond the entry (SceneManager targets). path entries load lazily through the runtime Assets on first switch.

optional data?: SceneData

name: string

optional path?: string


optional manifest?: AddressableManifest | null

Defined in: playRealmRuntime.ts:63


module: ESEngineModule

Defined in: playRealmRuntime.ts:37


optional persistUpdateKey?: string

Defined in: playRealmRuntime.ts:67

Storage key an applied hot-update persists under; boot restores it if present.


optional physicsConfig?: PhysicsPluginConfig

Defined in: playRealmRuntime.ts:81

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


optional physicsEnabled?: boolean

Defined in: playRealmRuntime.ts:78

Project-declared physics enable (.uproject features analog) — installs physics even for runtime-spawned bodies the static scene doesn’t show.


optional remoteRoot?: string

Defined in: playRealmRuntime.ts:65

CDN root remote-group assets resolve against — turns on hot-update delivery.


sceneData: SceneData

Defined in: playRealmRuntime.ts:40

The current scene as RAW (@uuid:) SceneData — handles are realm-local.


optional uiTheme?: "dark" | "light"

Defined in: playRealmRuntime.ts:83

Project-declared UI theme; ‘light’ re-skins ThemeStyle-tagged widgets at boot.


optional uiThemeOverrides?: ThemeOverrides

Defined in: playRealmRuntime.ts:85

Project-declared theme token overrides (partial re-skin over the base).


optional wasmBaseUrl?: string

Defined in: playRealmRuntime.ts:70

Base URL the engine side-modules (physics.wasm, …) are served from — same dir as esengine.wasm. When set, the realm can load physics on demand.