Project Settings
Project Settings hold the game/project configuration that ships with your
built game — separate from the editor preferences that live under the
Settings menu. They are stored as a single DataAsset (.projectsettings),
the Turian analogue of Unity's Project Settings window: one place to edit, one
place the build and runtime read from.
What it configures
| Section | Fields |
|---|---|
| Project | name, company, version, icon (image asset GUID) |
| Graphics | width, height, vsync, fullscreen, quality (low/medium/high/ultra) |
| Platform | target (auto/windows/linux/macos), optimize (debug/release_safe/release_fast/release_small) |
| Boot | first_scene — the GUID of the scene the game loads on startup |
Creating and editing
A default project.projectsettings is created automatically for every new
project. To make another, in the Asset Browser right-click → Create →
Project Settings.
Select the asset to open the Project Settings editor in the Inspector, with a section per group above. Edits are written back to the ZON asset on Save.
.{
.version = 1,
.project = .{ .name = "My Game", .company = "Acme", .version = "1.0.0" },
.graphics = .{ .width = 1280, .height = 720, .vsync = true, .quality = .high },
.platform = .{ .target = .auto, .optimize = .debug },
.first_scene = "5ffea51a-788f-40cf-9f75-bcab9e439034",
}
How the build consumes it
When you build a game, Turian reads the Project Settings to:
- Boot scene — the game loads
first_scenethrough the [Scene Manager]({{< ref "scenes" >}}) at startup. If it is empty (or invalid), the build falls back to a conventional scene so the game still runs. - Window — the window title comes from the project name, and its size and vsync from the Graphics section.
The metadata section hydrates the runtime engine.Project value, so the project
name/company/version are available to your game and the editor's title bar from a
single source of truth.