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Platforms

NetworkingManual / Advanced / PlatformsStore

Platforms

To prepare a project for the target platform, you need to make a build from the editor. You can also run the project without building it first, while still being able to use the debugger.

For a Windows build, you can simply copy the files from the Project folder. Assets and Binaries subfolders.

Contents
Platform limitations

Due to the limited performance of mobile devices, some graphics features are not supported, such as deferred shading, decals, material advanced blending parameters, shadow cascades for directional light, ambient occlusion, reflections, motion blur.

For mobile devices, many graphics features are disabled by default for optimization purposes. The features can be configured in the Project Settings and in the Rendering Pipeline of the scene.

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Preparing

The standard way to create a project build is available in the Project Menu. By default, you can prepare a project only for Windows. To unlock all platforms, you need to precompile it.

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Build configurations

To build the project, use one of the build configurations. A build configuration is a special file with general settings, required project folders, settings of optional components. Basic build configurations are placed in the 'Base\Build' folder.

You can create your own build configurations. The easiest way to make your own configuration is to make a copy of one that exists.

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Windows

Build for Windows 10+ x64.

Requirements:

  • Visual Studio 2026 Community or equivalent.
  • Native code is already precompiled.
  • Use NeoAxis.Windows.ManagedOnly.sln to compile only managed assemblies. Native code is already precompiled.
  • Or use NeoAxis.Windows.sln to build the entire engine.
Android

Build for Android 13+ ARM64 and ARM32.

Requirements:

  • Visual Studio 2026 Community or equivalent.
  • Native code is not precompiled.

There are two ways to launch the project on the device:

  • 1. You can run the project in the debugger without building. Open and run 'Sources\NeoAxis.Android.sln' or 'Project\Build.Android.sln' in Visual Studio 2026. In the NeoAxis.Player.Android project of the solution, you need to select your build configuration. Go to Build Events settings, specify the demanded '.product' file.
  • 2. For the final build, use the Project Menu of the editor, which is described above. When the project is prepared, open the destination folder and compile 'Build.Android.sln'.
ARM32

By default, the engine is configured to compile for ARM64. To compile for 32-bit Android Go edition, need to do next things:

  • 1. Switch compilation to ARM32.
  • 2. Build native code for ARM32.
  • 3. Update configuration for native dynamic link libraries. Need update of 'Build Action' and 'Copy to Output Directory' for 'so' files.
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Linux

Build for Linux x64. Right now only console and server apps are supported, the rendering is not supported.

Requirements:

  • Visual Studio 2026 Community or equivalent.
  • Install WSL (The Windows Subsystem for Linux).
  • Native code is not precompiled.
UWP

Build for UWP x64 (Universal Windows, Xbox).

Requirements:

  • Visual Studio 2026 Community or equivalent.
  • Native code is not precompiled.

There are two ways to launch the project on the device:

  • 1. You can run the project in the debugger without building. Open and run 'Sources\NeoAxis.UWP.sln' or 'Project\Build.UWP.sln' in Visual Studio 2026.
  • 2. For the final build, use the Project Menu of the editor, which is described above. When the project is prepared, open the destination folder and compile 'Build.UWP.sln'. Compile x64 configuration. The package compiles to 'C:\_TempAppX' folder.
See also
NetworkingStore