Talos docs

ProjectManifest

Since 0.6Changed in 0.7

argus.project.json: versioned project settings, separate from any scene.

Plain text

Fields

FieldTypeRequiredDefaultAllowed valuesDescription
schemaVersionnumberyesManifest schema version. Not the application version and not the engine version.
projectIdstringyesStable project identity: a lowercase RFC 9562 UUID, generated once, never derived from a name.
engineVersionstringnoThe engine series that opens this project, major.minor such as 0.5: which installed engine the Talos Launcher starts it with. Not a compatibility claim, and no engine reads it. Absent: the newest installed engine.
savedWithstringnoThe engine version that last wrote this file, major.minor.patch such as 0.5.2; the engine sets it when it saves the manifest. The launcher reads it to warn before an older engine is chosen and to offer an upgrade. Not a compatibility claim, and it never changes how the project loads. Absent: not saved by an engine that records it.
kindstringnoWhat sort of game the project is: 3d (the default when absent) or 2d. A 2D project draws through the same renderer. The kind drives the editor (its 2D viewport and tools); it does not change how a scene runs, so a 2D scene sets its own orthographic camera and planar bodies. Changing it never rewrites scenes. Independent of render.profile.
applicationProjectApplicationyes
startupScenestringyesProject-relative path to the scene the game starts in. Must exist and validate as a scene.
windowProjectWindowno
exportProjectExportnoExport settings shared by every platform (the store app id). Absent: every export setting takes its default.
settingsProjectSettingsno
renderProjectRenderno
physicsProjectPhysicsno
graphicsProjectGraphicsno
inputSceneInputnoInput contexts and actions every scene has, in a scene's meta.input shape. A scene's context of the same name merges action by action, and its action replaces the project's.
audioProjectAudiono
assetsProjectAssetsnoAsset generation for this project: off by default; providers, style, budgets and spend.
layersLayerDef[]noThe project's layers, in bit order, at most 32: what collides with what, and what each camera draws. The first is "default". Entities name one with layer. Absent: the one layer "default".
experimentalstring[]noThe Experimental features this project opts into, as ids from the engine's feature list: a part (water/waterfall) or a whole package (water). Experimental features may change or be removed, with no compatibility promise; a game that uses one without opting in is warned at export. Absent: none.