IN THIS ARTICLE
Creating and Switching Game Projects
Creating and Switching Game Projects
This feature is in preview release and is subject to change. |
Use the Project Configurator to create and change the settings that affect building and editing of a game project. You can use the Project Configurator to do the following:
- Create a game project
- Enable or disable gems (code and assets files) from your game project
- Switch game projects
Topics
- Project Templates
- Creating a Game Project in Lumberyard
- Choosing a Game Project to Open
- Switching Game Projects
Project Templates
When you create your game project with the Project Configurator, you can use the following templates:
Empty Template
The Empty template has the minimum features required for the editor to load and run a game project:
- CryLegacy – Enables the editor and launcher to load a game project that contains legacy code
- Legacy Game Interface – Enables the editor and launcher to load a game project that contains legacy game interface code
- LyShine gem – Provides access to the in-game UI system for Lumberyard
- Maestro gem – Provides access to cinematics features
Default Template
The Default template builds on the Empty template and enables the following gems to provide basic features for game development:
- Amazon GameLift – Provides capabilities to use this service and create game sessions
- Camera – Includes a basic camera component for runtime rendering
- ChatPlay – Includes the interface for triggering events based on Twitch chat activity
- Cloud Canvas – Provides visual scripting capabilities to power your game backend with AWS services
- Gestures – Allows gesture-based input, including click/tap, drag, hold, pinch, rotate, and swipe
- Http Requestor – Adds support to handle HTTP and HTTPS requests
- In-App Purchases – Provides the in-app purchasing API for Android and iOS
- Input Management Framework – Converts input to user-defined gameplay events
- LyShine – Provides access to the in-game UI system for Lumberyard
- PBS Reference Materials – Includes a set of physically based shading reference materials and texture assets
- Physics Entities (Legacy) – Provides physics entity modifiers to simulate physical events
- Primitive Assets – Provides primitive objects to manipulate in your level
To see the gems that enabled for the Default template, create a project from that template and choose Enable Gems.
The Default template also includes a simple level for you to manipulate components and entities in the editor and experiment with other assets in a neutral, gray environment. The simple level includes a camera, a single light, an environment probe for reflections, and primitive objects with physics enabled. The objects are provided by the Primitive Assets Gem.
Note
When you create your game project, we recommend the Default template and its set of gems. This template helps you start designing and developing quickly. Some of the gems in the template are optional.
To create a base project without optional gems, use the Empty template. This template creates a basic project using the minimum features to start a game.
Creating a Game Project in Lumberyard
You can create a game project using the Project Configurator or command line. When you create a game project, the following are also created:
- A game gem that includes your game-specific code. The gem is named after your game project and is located in the
MyNewProject\Gem
directory. - A Visual Studio solution file specific to your game.
[ Project Configurator ]
To create a game project in the Project Configurator
Open the Project Configurator with your preferred method:
- Open Lumberyard Setup Assistant and, on the Summary page, click Configure project
- Open the Lumberyard Project Configurator, located at
lumberyard-version\dev\Bin64BuildPlatform\ProjectConfigurator.exe
. For example, when using Visual Studio 2017 as your build platform, the Project Configurator is located atlumberyard-version\dev\Bin64vc141\ProjectConfigurator.exe
.
In the Project Configurator, click Create new. Note
If Create new is unavailable, open Lumberyard Setup Assistant and select Compile the game code.
In Lumberyard version 1.23, if you intend to create new projects, the following options must be selected:
Run your game project Run the Lumberyard Editor and tools – Use Lumberyard Editor to create a game Compile the game code* – Compile the game code to include any changes that you have made Compile the engine and asset pipeline* – Compile the engine code and asset pipeline to include any changes that you have made Compile the Lumberyard Editor and tools* – Compile Lumberyard tools to include any changes that you have made *If you select any of these options, you may need to perform additional tasks, such as installing Microsoft Visual Studio. If so, these tasks display on the Install software and Required SDKs pages. Follow the instructions in Lumberyard Setup Assistant to obtain the software and third-party SDKs that aren’t installed.In the Create a new project window, do the following:
Enter a name for your project.
Only alphanumeric characters are allowed. Don’t use special characters or spaces in the name. Don’t use single C++ keywords such as if, while, break, new, and virtual.
Choose one of the following: Default or Empty.
Click Create project.
When your project is created, click Continue.
In the Project Configurator, select the new project and click Set as default to make it the default project that Lumberyard Editor loads.
(Optional) Click Enable Gems to add gems to your project. Note
If you selected Code & Assets gems, you must build your project.At a command-line prompt, navigate to the
lumberyard_version\dev\
directory.To configure Lumberyard, enter the following command.
lmbr_waf configure
Build the game project. Note
In Lumberyard version 1.23, the initial build time for a new project can be lengthy. It can take approximately one hour on higher end systems.For more information, see Building Lumberyard projects.
Close the Project Configurator.
Open Lumberyard Editor with your preferred method:
- Open Lumberyard Setup Assistant and, on the Summary page, click Launch editor
- Start
Editor.exe
from one of the following directories:- For Visual Studio 2017:
lumberyard_version\dev\Bin64vc141
- For Visual Studio 2019:
lumberyard_version\dev\Bin64vc142
- For Visual Studio 2017:
[ Command Line ]
When you create a game project from a command line, you can enter lmbr
for a list of all possible commands that you can use with
Lmbr.exe.
To create a game project from a command line
At a command-line prompt, navigate to the following directory:
lumberyard_version\dev\Tools\LmbrSetup\Win\
To create your project, enter the following command.
lmbr projects create MyNewProject
To set your new project as the default or active project, enter the following command.
lmbr projects set-active MyNewProject
To configure Lumberyard to run this project, navigate to the following directory:
lumberyard_version\dev\
Enter the following command.
lmbr_waf configure
Build the game project.
For more information, see Building Lumberyard projects.
Choosing a Game Project to Open
Use the Project Configurator to set default game project that opens in Lumberyard Editor.
To open a game project
Open the Project Configurator with your preferred method:
- From the desktop, double-click the Project Configurator icon
- Open the Lumberyard Project Configurator, located at
lumberyard-version\dev\Bin64BuildPlatform\ProjectConfigurator.exe
. For example, when using Visual Studio 2017 as your build platform, the Project Configurator is located atlumberyard-version\dev\Bin64vc141\ProjectConfigurator.exe
.
On the Summary page, select the project and click Set as default.
(Optional) Click Enable Gems and select the additional features and assets that you want available to design your game. If you select a gem labeled with Code & Assets, you must build your project from a command line.
For more information, see Building Lumberyard projects.
(Optional) Choose Advanced Settings and verify that the System entity and Memory settings are appropriate for your project.
Close the Project Configurator.
After setting the default project, open Lumberyard Editor with your preferred method:
- From the desktop, double-click the Lumberyard Editor icon
- For Visual Studio 2017, navigate to the
lumberyard_version\dev\Bin64vc141
directory and double-clickEditor.exe
- For Visual Studio 2019, navigate to the
lumberyard_version\dev\Bin64vc142
directory and double-clickEditor.exe
After the first launch and each time you change projects, Asset Processor runs in the background. Asset Processor manages your assets and project files. While Lumberyard Editor opens, you can see messages appear with status information.
For more information, see Using Asset Processor.
Switching Game Projects
To switch projects, you must close Lumberyard Editor. With the Project Configurator, you then specify a different project and its gems and system settings for the editor to open.
When you switch projects, you can specify the following:
- Name of the project to open
- (Optional) Gems enabled for the project
- (Optional) System settings for the editor to use
To switch game projects
In Lumberyard Editor, choose File, Project Settings, Switch Projects.
You must close Lumberyard Editor before you can open the Project Configurator. In the dialog box, choose Save.
Follow the procedure in Choosing a Game Project to Open.