Incisor provides a variety of configuration settings designed to help users tailor their applications to meet specific needs. In this section, you'll find detailed explanations for each configuration property, enabling you to fine-tune your setup.
Application Settings
Application settings are configurable properties that affect the operation of the Incisor platform. Adjusting these settings allows you to tailor Incisor to your preferences.
Project Settings
Project settings define the parameters and behaviors specific to your project. These configurations let you customize aspects such as project structure, optimizations, and instructions, ensuring the project runs according to your needs.
Configuration definitions for how the assets are processed and packaged together.
Configuration definitions for how the assets are processed and packaged together.
Configuration definitions for languages.
Configuration definitions for how the sounds are processed.
Whether or not the current project auto clears meta files. (Default: true)
Determines if the canvas is transparent. (Default: false)
Whether or not Incisor® will host and launch the current version when using this configuration. (Default: true)
The maximum number of published builds to keep when using this configuration. -1 will keep all published builds. (Default: -1)
Determines whether or not keywords will be automatically minified when using this configuration. (Default: true)
The prefix added to the beginning of any variable that you DO NOT want to be minified. For example: doNotMinifyPrefix = "doNotMinifyKeyword_" will NOT minify doNotMinifyKeyword_myVar.
The suffix added to the end of any variable that you DO NOT want to be minified. For example: doNotMinifySuffix = "_doNotMinifySuffixKeyword" will NOT minify myVar_dNotMinifySuffixKeyword.
Determines whether or not minification will take place when using this configuration. (Default: false)
The substitute option for how variable names and strings are handled. For example, var myObj={}; myObj["myVar"]=true; var myVar=false; MinifyBoth will substitute both "myVar" and myVar to aaa. MinifyNeither will substitute everything except where a variable name and a string match exactly, leaving both "myVar" and myVar unmodified. MinifyKeyword will only minify variable names and leave strings unmodified, i.e. aaa and "myVar"
Determines whether or not Incisor® API keywords will be minified when using this configuration. (Default: false)
The prefix added to the beginning of any variable that you want to be minified. For example: minifyPrefix = "minifyPrefixKeyword_" will minify minifyPrefixKeyword_myVar but not myVar.
The suffix added to the end of any variable that you want to be minified. For example: minifySuffix = "_minifySuffixKeyword" will minify myVar_minifySuffixKeyword but not myVar.
The method minification uses when it substitutes variable names/strings. DeterministicRandom will only change the random seed if any of files have changed from the previous build. Random will change the random seed every time the configuration is built. Ordered will reassign variable names/strings using an alphabetical approach.
Should Incisor® create an index file when using this configuration.
Whether or not comments will be removed when using this configuration. (Default: false)
Whether or not white space will be removed when using this configuration. (Default: false)
The pixel dimensions of the sprite sheets generated when using this configuration. (Default: 4096)
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Which asset package scale to apply when this configuration is used. (Source: assetConfigurationDefinitions)
Which language to apply when this configuration is used. (Source: assetConfigurationDefinitions)
Which asset package scale to apply when this configuration is used. (Source: assetConfigurationDefinitions)
Definitions for conditional code tags. Code between the start tag and the end tag will be included or excluded depending on how it is used in the configuration.
Width of the core canvas resolution, (Default: 1920)
Height of the core canvas resolution, (Default: 1080)
Adds this list of Graphic Asset Effect Nodes to all graphic assets upon instantiation.
Attributes for each font in the current project.
Characters to always include when this font is used.
Character width adjustment for the font.
The name of the font.
Kerning adjustment for the font.
Line height adjustment for the font.
This list of parses will be referenced when font reduction takes place. All characters in these phrases will be included in the asset package.
Type of camera that the main scene uses. (Default: orthographic)
How masking is implemented. (Default: overlapping)
Option to preserve the drawing buffer or not. (Default: true)
Code name used when referencing the current project.
Public facing name of the current project.
Location where Incisor® screenshots will be saved.
Whether or not the current project uses typescript.
Asset Settings
Asset settings are configurations specific to each asset in your project. They enable you to adjust properties like size, geometry, pivot points, and other optimizations to fine-tune the asset's performance and behavior.
When two assets are found to have identical data, only one copy is downloaded. This setting forces this asset to be omiited from this check.
If a trimBuffer value is specified that would push the geometry edges past the bounds of the image, this setting allows new transparent pixels to be added to the image to fill this area.
Any pixel with an alpha value below this threshold is set to be completely transparent, which can reduce the download size of the resulting image and allow trimming to more effectively discard areas with low contribution.
Publishing configurations can apply asset package scaling to create smaller graphics targeting lower resolution devices. This setting allows a graphic asset to be omitted from this downscaling. This is typically useful if maintaining a consistent image resolution acress asset packages is required.
The compression technique to apply to the image contents. Setting to 'none' leaves the original colors unaffected. Setting to 'paletted' reduces the number of colors in the image to fit within a palette of colors. This allows for more efficient compression but lowers image quality.
The technique to apply when rendering a graphic at a scale smaller than 1:1 when mapped to the render target pixels. Setting to 'nearest' will set every pixel to the color of the closest pixel in the image, which can create a pixelated appearance. Setting to 'linear' will bilinearly interpolate between the closest 4 pixels, creating a smoothed appearance. Setting to 'discreteMipmapNearest' will choose the closest mipmap level appropriate for the scale, and apply the 'nearest' behavior within that mipmap level. Setting to 'discreteMipmapLinear' will choose the closest mipmap level appropriate for the scale, and apply the 'linear' behavior within that mipmap level. Setting to 'mipmapLinear' will choose the two closest mipmap levels appropriate for the scale, apply the 'linear' behavior within each mipmap level, then linearly interpolate between those two results.
When using the 'hugged' trimMode, the resolution of the image directly affects the resulting geometry. If this setting is true, hugging is performed on the scaled result of both resolution scaling and asset package scaling. If false, the hugging is performed on the image before this scaling is applied, which can be useful if the resulting geometry needs to be the same regardless of these scaling factors.
The pivot point of a graphic asset is the origin around which transformations occur. This setting offsets the X component of this pivot point for all instances of this graphic asset.
The pivot point of a graphic asset is the origin around which transformations occur. This setting offsets the Y component of this pivot point for all instances of this graphic asset.
The pivot point of a graphic asset is the origin around which transformations occur. This setting offsets the Z component of this pivot point for all instances of this graphic asset.
Whether to multiply each pixel's red, green, and blue values by the alpha value of that pixel when it is loaded into GPU memory. This is useful for eliminating artifacts where transparent pixels can contribute small amounts of color to adjacent pixels due to interpolated sampling.
Reduces the horizontal resolution of the downloaded image, while maintaining the original geometry dimensions.
Reduces the vertical resolution of the downloaded image, while maintaining the original geometry dimensions.
Whether to convert this graphic to a signed distance field representation and apply the Shapify effect node to any instance of the graphic. This technique allows the edge of the shape to be reconstructed by the effect node while reducing the required resolution of the downloaded graphic.
When the shapify technique converts the graphic to a signed distance field, it encodes the distance of each pixel to the shape's edge. This value determines the distance in pixels that is the largest representable distance. The Shapify effect node allows the edge value to be changed, which can make a font character more bold, for example. This value would then correspond to the maximum boldness that could be achieved.
How much to reduce the resolution of the downloaded graphic when applying the shapify technique. 0 optimization will leave the resolution unaffected, while 1 will produce a single pixel. Higher values produce a smaller download size, but make the reconstructed edge less accurate.
The name of the spritesheet to which this graphic will be added. Setting this to a new spritesheet name automatically creates that spritesheet.
The maximum alowable size of either dimension of the spritesheet. If all the graphics can not fit in a single spritesheet that satisfies this constraint, multiple spritesheets will be created
The distance in pixels by which to separate the contents of the spritesheet. The buffer pixels will be completely transparent.
When trimming fits new geometry to the image, this value will determine how close to the non-transparent pixels the geometry edge will be.
Trimming removes transparent pixels from the graphic and creates appropritate geometry to fit to this new version of the image. This reduces both the download size and overdraw. Setting to 'rectangular' fits a rectangle to the remaining pixels. Setting to 'hugged' fits triangles to the remaining pixels so that transparent areas are not rendered, further reducing overdraw.
Applies a scale to the X component of the geometry.
Applies a scale to the Y component of the geometry.
Applies a scale to the Z component of the geometry.
The technique to apply when rendering a graphic at a scale larger than 1:1 when mapped to the render target pixels. Setting to 'nearest' will set every pixel to the color of the closest pixel in the image, which can create a pixelated appearance. Setting to 'linear' will bilinearly interpolate between the closest 4 pixels, creating a smoothed appearance.
The technique to apply when the horizontal texture coordinates of the geometry extend beyong the bounds of the image. Setting to 'clamp' will repeat the closest pixel available within the image bounds. Setting to 'repeat' will apply a modulo to the texture coordinates, creating a tiling effect where the image repeats. Setting to 'mirroredRepeat' is similar to 'repeat', but every other tile will be flipped, which can be useful for eliminating seams between the tiles.
The technique to apply when the vertical texture coordinates of the geometry extend beyong the bounds of the image. Setting to 'clamp' will repeat the closest pixel available within the image bounds. Setting to 'repeat' will apply a modulo to the texture coordinates, creating a tiling effect where the image repeats. Setting to 'mirroredRepeat' is similar to 'repeat', but every other tile will be flipped, which can be useful for eliminating seams between the tiles.
Whether to include this asset in the result of the publication process. This is commonly used for reference assets that are used during development, but which are not needed in the finished product.
The loading tier that this asset belongs to. Loading tiers separate assets into packages that can be separately downloaded. Setting this to a new tier number automatically creates that tier.