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_scene through 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.


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