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Config Reference
KDev edited this page Mar 3, 2026
·
1 revision
All .conf files are parsed as TOML.
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[Boot]-
first_scene(string) -
autoload_data(string)
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[Window](required by current loader)-
title(string) -
width(int > 0) -
height(int > 0) -
target_fps(int > 0) -
resizable(bool)
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[Paths]scenes_dirprefabs_dirui_dir
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[Persistence]-
autoload_actor_ids(string array)
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[Engine][Runtime][Streaming]-
Paths.assets_dir,Paths.scripts_dir -
Window.clear_color(actual clear color currently comes from lighting selection)
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[Schema]table with one or more named schema tables ([Schema.Normal], etc.)
[Input].active_schema
If active_schema is missing or invalid, first valid schema is used.
Each action can be:
- binding table
- array of binding tables
- shorthand string key name
Binding table:
MoveUp = { kind = "key_down", keys = ["w"] }kind values:
key_downkey_pressedchord
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[Scene]iddata_file
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[Scene.Load].actors(ordered array of actor ids)
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[Scene.Lighting]fileschemablend_in_seconds
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[Scene.UI].documents(array of UI doc file names)
[Scene.Environment][Scene.Persistence][Scene.Transition]
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[[Actors]]array and matching ids forScene.Load.actors
id-
enabled(defaulttrue) -
layer(default0) -
parent(optional; validated for missing/self/cycles) -
tags(string array) -
Transform.position([x,y,z]) -
Transform.rotation_euler([x,y,z]) -
Transform.scale([x,y,z]) -
Transform.anchor(for sprite/color drawables;"center"or[x,y]) Components.*-
Overrides.Components.*(takes precedence)
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lifetimeis present in sample files but not currently read by loader. - Scene switches rebuild actor registry and re-instantiate autoload + scene actors.
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[PrefabRefs]maps logical names to prefab file paths - Actor can set
prefab = "SomePrefabKey"
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[Prefab]table, with optional:[Prefab.Defaults][Prefab.Transform][Prefab.Components.*]
Runtime looks up components via actor table, checking overrides first.
CameraColliderRigidbodyPointLightSpotLight-
DirectionLight(also acceptsDirectionalLightin config) StaticSpriteAnimatedSpriteStaticColorScript
Unknown component tables are ignored unless they map to implemented handlers.
Expected top-level tables:
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[Animation](must includedefault) [Sheets]- one or more state tables (
[Idle],[Walk], ...)
Supported state fields include:
sheetfpsloop-
frames = [[x,y,w,h], ...]or[[x,y,w,h,duration], ...] -
plugtransition tables withcondition, optionalparam, optionalspeed_threshold
Flip support in [Animation]:
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flip_x,flip_y flip_x_from_actor_movementflip_x_paramflip_x_deadzoneflip_x_when_param_negative
Expected:
[LightingGlobal]- optional
[LightingGlobal.Paths].lighting_dir - optional
[LightingGlobal.Defaults] - optional
[[LightingGlobal.SceneMap]]
Expected:
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[Lighting]with optionaldefault_schema -
[Schema]table containing named schema tables
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Scene.Lighting.file/Scene.Lighting.schema -
LightingGlobal.SceneMapby scene id LightingGlobal.Defaults
Current runtime applies:
- global light multiplier from Ambient (
global_multiplieror fallbackintensity) - clear color from Ambient (
colororsky_color)
[UI].id[[Widgets]]
id-
lifetime(sceneorgame) layer
CanvasPanelLabelImageButton
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id,type,enabled,z,parent -
color,text,font_size,on_click,texture -
[Widgets.Layout]:anchor_minanchor_max- optional
offset_min - optional
offset_max
- duplicate widget ids fail
- unknown parent id fails
- parent cycles fail
- invalid anchors fail