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RuntimeInitConfig

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Defined in: runtimeLoader.ts:426

app: App

Defined in: runtimeLoader.ts:427


optional aspectRatio?: number

Defined in: runtimeLoader.ts:472


optional audioConfig?: 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.


optional catalog?: 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: string

Defined in: runtimeLoader.ts:456


optional manifest?: 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: ESEngineModule | null

Defined in: runtimeLoader.ts:429

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


optional persistUpdateKey?: 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).


optional physicsConfig?: 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.


optional physicsEnabled?: boolean

Defined in: runtimeLoader.ts:464

Project-declared physics enable; see LoadRuntimeSceneOptions.physicsEnabled.


optional physicsModule?: PhysicsWasmModule | null

Defined in: runtimeLoader.ts:459


optional remoteRoot?: 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: 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.

optional data?: SceneData

name: string

optional path?: string


source: RuntimeAssetSource

Defined in: runtimeLoader.ts:430


optional spineManager?: SpineManager | null

Defined in: runtimeLoader.ts:458


optional spineModule?: SpineWasmModule | null

Defined in: runtimeLoader.ts:457


optional uiTheme?: "dark" | "light"

Defined in: runtimeLoader.ts:469

Project-declared UI theme; see LoadRuntimeSceneOptions.uiTheme.


optional uiThemeOverrides?: ThemeOverrides

Defined in: runtimeLoader.ts:471

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