Skip to content
Open
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
19 changes: 19 additions & 0 deletions engines/godot.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -32,6 +32,25 @@ This guide covers adding the Wavedash SDK to your Godot project.
- **Emscripten Pool Size**: 8
- **Godot Pool Size**: 4

## Entrypoint configuration

When you push a build with `wvdsh build push`, Wavedash automatically parses your exported HTML file and extracts an `entrypointParams` object. This object is stored alongside your build and passed to the engine's default entrypoint script at runtime to initialize your game.

| Field | Type | Description |
|-------|------|-------------|
| `loaderUrl` | `string` | URL to the Godot loader script (derived from `executable` name) |
| `config.executable` | `string` | Base filename of the Godot executable (extracted from export) |
| `config.arguments` | `string[]` | Command-line arguments passed to the engine |
| `config.canvasResizePolicy` | `number` | Canvas resize behavior (`2` = adaptive) |
| `config.emscriptenPoolSize` | `number` | Thread pool size for Emscripten runtime — matches the **Emscripten Pool Size** export setting |
| `config.godotPoolSize` | `number` | Thread pool size for Godot — matches the **Godot Pool Size** export setting |
| `config.ensureCrossOriginIsolationHeaders` | `true` | Enforces COOP/COEP headers for SharedArrayBuffer |
| `config.experimentalVK` | `false` | Experimental Vulkan support (disabled) |
| `config.fileSizes` | `Record<string, number>` | Map of build filenames to byte sizes, used for loading progress |
| `config.focusCanvas` | `true` | Auto-focuses the game canvas on load |
| `config.gdextensionLibs` | `string[]` | GDExtension native library paths (if any) |
| `config.serviceWorker` | `null` | Service worker (unused by Wavedash) |

## Next steps

<CardGroup cols={2}>
Expand Down
17 changes: 17 additions & 0 deletions engines/unity.mdx
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,23 @@ This guide covers adding the Wavedash SDK to your Unity project.
Under **Resolution and Presentation > WebGL Template**, you must use the **Default** template. The **Minimal** template generates an `index.html` that is missing the `buildUrl` variable, which the Wavedash CLI requires during upload.
</Warning>

## Entrypoint configuration

When you push a build with `wvdsh build push`, Wavedash automatically parses your exported HTML file and extracts an `entrypointParams` object. This object is stored alongside your build and passed to the engine's default entrypoint script at runtime to initialize your game.

| Field | Type | Description |
|-------|------|-------------|
| `loaderUrl` | `string` | URL to the Unity WebGL loader script |
| `config.dataUrl` | `string` | URL to the `.data` file (game assets) |
| `config.frameworkUrl` | `string` | URL to the Unity framework JS |
| `config.codeUrl` | `string` | URL to the `.wasm` file (compiled game code) |
| `config.workerUrl` | `string` (optional) | URL to the web worker script, if multithreading is enabled |
| `config.streamingAssetsUrl` | `string` | URL to the StreamingAssets directory |
| `config.companyName` | `string` | Company name from Unity project settings |
| `config.productName` | `string` | Product name from Unity project settings |
| `config.productVersion` | `string` | Version string from Unity project settings |
| `config.arguments` | `string[]` | Command-line arguments passed to the engine |

## Next steps

<CardGroup cols={2}>
Expand Down