BitQuirky.Core.Config
Public bit quirky core symbols in BitQuirky.Core.Config.
Source snapshot ad0983d00d77.
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Assembly: BitQuirky.Core
BaseConfig
Section titled “BaseConfig”Category: Low-level runtime
class BitQuirky.Core.Config.BaseConfigSource declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:39-62
Inherits: DataObject
Optional per-game configuration hook. A project needs a config asset only when it overrides a convention; at most one instance may exist in a project.
Responsibilities:
- Receives the GameLogic lifecycle first when present, before any other data object.
- Lets a game override the built scene list viaGetScenePaths.
Does NOT:
- Exist by requirement: builds use the enabled Editor Build Settings scenes by convention, and the assembly-definition generator owns its own ignore list.
Members
Section titled “Members”GetScenePaths(BaseConfig.BuildType buildType)
Section titled “GetScenePaths(BaseConfig.BuildType buildType)”public virtual string[] GetScenePaths(BitQuirky.Core.Config.BaseConfig.BuildType buildType)Source declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:60-61
Override to replace the build-scene convention (the enabled Editor Build Settings scenes). Returning null keeps the convention.
BuildType
Section titled “BuildType”Category: Low-level runtime
enum BitQuirky.Core.Config.BaseConfig.BuildTypeSource declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:42-54
Underlying type: int
Kind of build a scene list is being requested for.
Members
Section titled “Members”Demo = 0Source declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:47
Cut-down build for public demos.
Development
Section titled “Development”Development = 1Source declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:49
Internal build with development tooling.
Release
Section titled “Release”Release = 2Source declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:51
Build shipped to players.
Test = 3Source declaration: ../bitquirky-core/Runtime/Config/BaseConfig.cs:53
Build used by automated tests.
ConfigLoader
Section titled “ConfigLoader”Category: Low-level runtime
class BitQuirky.Core.Config.ConfigLoaderSource declaration: ../bitquirky-core/Runtime/Config/ConfigLoader.cs:37-143
Inherits: DataObject
Bootstrap asset that tells the game which data object index and which optional per-game config to use.
A game assigns it once at startup, throughInitializeor, with Addressables installed,
InitializeAsync; everything that resolves data objects by name then goes through it.
Members
Section titled “Members”Config
Section titled “Config”public BitQuirky.Core.Config.BaseConfig Config { get; }Source declaration: ../bitquirky-core/Runtime/Config/ConfigLoader.cs:51
Per-game configuration asset, or null when the game relies entirely on conventions.
DataObjectIndex
Section titled “DataObjectIndex”public BitQuirky.Core.Data.DataObjectIndex DataObjectIndex { get; }Source declaration: ../bitquirky-core/Runtime/Config/ConfigLoader.cs:49
Index used to resolve data objects by name throughout the game.
Instance
Section titled “Instance”public static BitQuirky.Core.Config.ConfigLoader Instance { get; }Source declaration: ../bitquirky-core/Runtime/Config/ConfigLoader.cs:58-70
The loader assigned byInitialize. In the editor, an uninitialized instance resolves by convention to the project’s unique ConfigLoader asset; a project without one yields null, because the loader is optional bootstrap wiring.
Initialize(ConfigLoader loader)
Section titled “Initialize(ConfigLoader loader)”public static void Initialize(BitQuirky.Core.Config.ConfigLoader loader)Source declaration: ../bitquirky-core/Runtime/Config/ConfigLoader.cs:83-87
Assign the runtime instance directly (no Addressables required).
Parameters
loader: Loader asset to use; asserts when null.
Source fingerprint: sha256:ad0983d00d773d882bc61865e18d8c5559e009d181e5891575cd7f262515b23e