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Mention ProjectSettings won't be affected by convert_text_resources_to_binary
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Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other.
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</member>
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<member name="editor/export/convert_text_resources_to_binary" type="bool" setter="" getter="" default="true">
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If [code]true[/code], text resources are converted to a binary format on export. This decreases file sizes and speeds up loading slightly.
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[b]Note:[/b] If [member editor/export/convert_text_resources_to_binary] is [code]true[/code], [method @GDScript.load] will not be able to return the converted files in an exported project. Some file paths within the exported PCK will also change, such as [code]project.godot[/code] becoming [code]project.binary[/code]. If you rely on run-time loading of files present within the PCK, set [member editor/export/convert_text_resources_to_binary] to [code]false[/code].
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If [code]true[/code], text resource ([code]tres[/code]) and text scene ([code]tscn[/code]) files are converted to their corresponding binary format on export. This decreases file sizes and speeds up loading slightly.
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[b]Note:[/b] Because a resource's file extension may change in an exported project, it is heavily recommended to use [method @GDScript.load] or [ResourceLoader] instead of [FileAccess] to load resources dynamically.
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[b]Note:[/b] The project settings file ([code]project.godot[/code]) will always be converted to binary on export, regardless of this setting.
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</member>
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<member name="editor/import/atlas_max_width" type="int" setter="" getter="" default="2048">
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The maximum width to use when importing textures as an atlas. The value will be rounded to the nearest power of two when used. Use this to prevent imported textures from growing too large in the other direction.
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