Use the OpenHarmony Build Settings to configure and build your application for OpenHarmony devices. The OpenHarmony Build Settings are part of the Build Settings window. To view the OpenHarmony Build Settings:
This section explains each OpenHarmony Build Setting. For information on the rest of the Build Settings window, refer to Build Settings window.
Settings | Description |
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Texture Compression | The texture compression format to use for the build. The options are: • Use Player Settings: Uses the texture compression format you set in Player Settings. • ETC (GLES 2.0): Uses ETC format. • ETC2 (GLES 3.0): Uses ETC2 format. • ASTC: Uses ASTC format. You can also change this setting from a script or using the -setDefaultPlatformTextureFormat command-line switch. For more information, see Recommended, default, and supported texture compression formats, by platform. |
ETC2 fallback | Specifies the uncompressed RGBA texture format that Tuanjie uses for OpenHarmony devices that don’t support ETC2. This affects the amount of memory uncompressed textures use and their image quality. The options are: • 32-bit: Stores RGBA textures in full resolution using 32 bits to store each pixel (8 bits per color channel). This is the highest quality uncompressed texture format and uses the most memory. • 16-bit: Stores RGBA textures in full resolution using 16 bits to store each pixel (4 bits per color channel). This uses half of the memory that 32-bit uses, but textures can lose valuable color information because of the lower precision. • 32-bit, half resolution: Stores RGBA textures in half resolution using 32 bits to store each pixel (8 bits per color channel). This uses a quarter of the memory that 32-bit uses, but the texture can become blurry. Note: If a texture doesn’t use ETC2 compression format: • Most compression formats use the 32-bit fallback. • Single-channel and two-channel texture compression formats fall back to a different format depending on what the GPU supports. For example, it could be R8_UNorm or R8G8B8A8_SRGB. • ASTC HDR formats fall back to a floating-point format if the GPU supports it. Otherwise, they fall back to 32-bit. |
Export Project | Indicates whether to export the Tuanjie project as a Hvigor project that you can import into OpenHarmony Studio. For more information, refer to Exporting an OpenHarmony project. |
Create symbols.zip | Specifies how Tuanjie generates a symbols package when it builds your application. The options are: • Disabled: Tuanjie doesn’t generate a symbols package. • Public: Tuanjie generates a public symbols package for your application. • Debugging: Tuanjie generates a debugging symbols package for your application. |
Run Device | Specifies which attached device to test the build on. Devices connected via USB should appear in the list automatically. If you connect a new device or don’t see an attached device in the list, click Refresh. To connect a new device wirelessly over OpenHarmony Debug Bridge, select the <Enter IP> option. For more information, refer to Debugging on an OpenHarmony device, depending on the platform you want to build for. |
Build to Device | A build pipeline that doesn’t create a full build and instead deploys single files that changed since the last patch directly to the device. Patch deploys changed files to the devices and Patch And Run deploys changed files and then runs the application on the device. For more information, refer to Application patching. You can only interact with this setting if you enable Development Build. |
Development Build | Indicates whether to include scripting debug symbols and the ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info See in Glossary in your build. Use this setting when you want to test your application. When you select this option, Tuanjie sets the DEVELOPMENT_BUILD scripting define. Your build then includes preprocessor directives that set DEVELOPMENT_BUILD as a condition. For more information, refer to Platform-dependent compilations. |
Autoconnect Profiler | Indicates whether to automatically connect the Profiler to the built application when it runs. You can only interact with this setting if you enable Development Build. |
Deep Profiling Support | Indicates whether to enable Deep Profiling in the Profiler. This makes the Profiler instrument every function call in your application so it returns more detailed profiling data. This option might slow down script execution. You can only interact with this setting if you enable Development Build. |
Script Debugging | Indicates whether to allow debugging for the application’s script code. You can only interact with this setting if you enable Development Build. |
Wait For Managed Debugger | Indicates whether the application waits for a debugger to attach before it runs any script code. This setting only appears if you enable Script Debugging. Also, you can only interact with this setting if you enable Development Build. |
Compression Method | Specifies the method Tuanjie uses to compress the data in your Project when it builds the Player. This includes Assets, Scenes, Player settings, and GI data. The options are: • Default: Uses ZIP which gives slightly better compressions results than LZ4 and LZ4HC but data is slower to decompress. • LZ4: Uses LZ4, a fast compression format that’s useful for development builds. Using LZ4 compression instead of ZIP can significantly improve loading time for Tuanjie applications. For more information, refer to BuildOptions.CompressWithLz4. • LZ4HC: A high compression variant of LZ4 that’s slower to build but produces better results for release builds. Using LZ4HC compression instead of ZIP can significantly improve loading time for Tuanjie applications. For more information, refer to BuildOptions.CompressWithLz4. |