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| 1 | +.. _doc_engine_compilation_config_editor: |
| 2 | + |
| 3 | +Engine Compilation Configuration Editor |
| 4 | +======================================= |
| 5 | + |
| 6 | +The "Engine Compilation Configuration Editor" in Godot is a tool that allows developers |
| 7 | +to configure and customize the compilation settings for the Godot game engine |
| 8 | +while exporting your project as executable. |
| 9 | +This includes options for enabling or disabling specific features, text rendering |
| 10 | +options, and nodes and classes. |
| 11 | + |
| 12 | +By using this editor, developers can tailor the engine's compilation to suit their |
| 13 | +specific project requirements, optimize for size, and manage the inclusion or |
| 14 | +exclusion of various engine features. |
| 15 | + |
| 16 | +Usage |
| 17 | +===== |
| 18 | + |
| 19 | +To access the tool, navigate to `Project > Tools > Engine Compilation Configuration Editor...`. |
| 20 | +You will see the following window: |
| 21 | + |
| 22 | +.. image:: img/engine_compilation_config_editor.webp |
| 23 | + |
| 24 | +Under "Configure Engine Compilation Profile", you will see a comprehensive set of |
| 25 | +options that you can enable or disable, grouped under "General Features", "Text |
| 26 | +Rendering and Font Options", and "Nodes and Classes". |
| 27 | +By default, all features, font rendering options |
| 28 | +(except the :ref:`Text Fallback Server <class_TextServerFallback>`), |
| 29 | +and classes will be active. |
| 30 | +You can click on the items to read their descriptions below. |
| 31 | + |
| 32 | +The settings affect the final size of the exported project; therefore, you may consider |
| 33 | +disabling the items that you will not need in your project. |
| 34 | +For example, if you develop only 2D games and will never use a 3D-related node in your |
| 35 | +project, you may consider disabling `3D Engine` and `3D Physics` from the |
| 36 | +`General Feature` section. |
| 37 | + |
| 38 | +In this window, you can create profiles to load later for different projects. |
| 39 | +Type a name under `Profile` and save it. This will create a new `.build` file. |
| 40 | + |
| 41 | +If you want to revert your changes back to the original values, you can use |
| 42 | +"Reset to Defaults." |
| 43 | + |
| 44 | +You can also use the "Detect From Project" button if you want to quickly select only |
| 45 | +the nodes and classes that your project is using, and disable others automatically. |
| 46 | + |
| 47 | +If you still want to have some nodes and resources selected even though you do not |
| 48 | +use them, you can force their selection by typing them under "Forced Classes on Detect." |
| 49 | +Separate multiple node and class names by a comma (,). For example, writing |
| 50 | +``Bone2D, Line2D`` and pressing on "Detect from Project" will keep these two nodes |
| 51 | +selected even if the Godot does not detect them in the project's files. |
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