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EngineDefaults

Struct EngineDefaults 

Source
pub struct EngineDefaults {
    pub hud: bool,
    pub debug_hud: bool,
    pub sky: bool,
    pub story_pause_menu: bool,
    pub loading_overlay: bool,
    pub physics_config: bool,
}
Expand description

Opts a world out of individual engine-injected defaults.

A world is completed at build time with standard assets it does not declare itself: the DebugHud with its chip TextLabels and font, the StatHud and its chips when the world declares a MainMenu, the PhysicsConfig a world with physics content simulates on, and, when an EnvironmentMap is present, the sky mesh that displays it. Declaring the same asset yourself replaces the injected one; declaring EngineDefaults with a flag set to false removes it entirely.

The build records every injected asset in world-lock.json; copy an entry from there (or from cn explain <name>) into world.jsonl to override it.

EngineDefaults {
    debug_hud: false,
    sky: false,
    ..Default::default()
};

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§hud: bool

Inject the StatHud with its chip labels and font when the world declares a MainMenu but no StatHud.

§debug_hud: bool

Inject the DebugHud with its chip labels when the world declares no DebugHud.

§sky: bool

Inject the sky mesh (a skybox ProceduralMesh, Material, and Prop) when the world has an EnvironmentMap but no skybox mesh. Disable to use an EnvironmentMap for image-based lighting only, with the background left to clear_color or your own geometry.

§story_pause_menu: bool

Inject an Escape-toggled pause MainMenu when the world plays a Story but declares no MainMenu: Resume, Save, Load, a trimmed Settings screen, and Quit to the story’s title. Disable to leave a story with no pause menu, or declare your own MainMenu to replace it.

§loading_overlay: bool

Inject the LoadingOverlay with its screen, backdrop, progress bar, and label when the world declares Scenes and a StreamingConfig but no LoadingOverlay. Disable to jump between scenes with no loading screen while their content streams in.

§physics_config: bool

Inject a PhysicsConfig with the engine’s own values when the world has physics content – a RigidBody, a PropBody, a TriggerVolume, or a SkinnedMesh with a capsule – but declares no PhysicsConfig. Physics runs on those values either way; the injected asset is what makes them visible in world-lock.json and editable, spawn_headroom above all. Disable to leave them implicit.

Trait Implementations§

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impl Authored for EngineDefaults

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const TYPE: &'static str = "EngineDefaults"

The registered asset type, as it appears in a world line’s type.
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impl BuildOnlyAsset for EngineDefaults

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impl Clone for EngineDefaults

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fn clone(&self) -> EngineDefaults

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for EngineDefaults

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for EngineDefaults

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for EngineDefaults

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for EngineDefaults

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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🔬This is a nightly-only experimental API. (clone_to_uninit)
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