User Guide (Version 1.18)

Creating Game Builds

You can create a variety of game builds, including a release build. See the following definitions for the different build mode types:

Profile mode builds for game developers, designers, and artists

  • Provides an optimized build meant for game development.

  • Contains performance instrumentation and debugging output.

  • Compiles shaders at run time, which may require the remote shader compiler.

  • Communicates with Asset Processor and compiles as needed.

  • Has logging, crash reporting, metrics, and other troubleshooting features.

Debug mode builds for programmers

  • Provides a non-optimized version of the game engine that provides the same features as the profile version.

  • Has additional memory checks and tests.

  • Provides step-by-step code that programmers can use to debug the execution.

Release mode builds for customer previews, demos, and launches

  • Loads assets and data only from .pak files.

  • Loads shaders from .pak files for better performance but may compile shaders for DirectX at run time if a shader is not found in the .pak files.

  • Can't use virtual file system (VFS) or remote asset access.

  • Doesn't communicate with Asset Processor because Asset Processor doesn't ship with the game.

  • Removes most logging, instrumentation, profiling, and other measurement metrics.

  • Removes all game developer and programmer features such as console usage, cheat commands, command line parsing, and batch mode processing.

  • Combines everything into a single executable file instead of DLLs.

For more information about creating release builds for Android and iOS, see Creating Android and iOS Games.