-- When you see an option that does not have a platform preceeding it, that is the default -- value for anything not specificly set per platform. So if remote_filesystem=0 and you have -- ios_remote_file_system=1 then remote filesystem will be off for all platforms except ios -- Any of the settings in this file can be prefixed with a platform name: -- android, ios, osx, linux, windows, appletv, etc... -- or left unprefixed, to set all platforms not specified. The rules apply in the order they're declared sys_game_folder=StarterGame -- remote_filesystem - enable Virtual File System (VFS) -- This feature allows a remote instance of the game to run off assets -- on the asset processor computers cache instead of deploying them the remote device -- By default it is off and can be overridden for any platform remote_filesystem=0 provo_remote_filesystem=0 xenia_remote_filesystem=0 android_remote_filesystem=0 appletv_remote_filesystem=0 ios_remote_filesystem=0 osx_remote_filesystem=0 -- What type of assets are we going to load? -- We need to know this before we establish VFS because different platform assets -- are stored in different root folders in the cache. These correspond to the names -- In the asset processor config file. This value also controls what config file is read -- when you read system_xxxx_xxxx.cfg (for example, system_windows_pc.cfg or system_android_es3.cfg) -- by default, pc assets (in the 'pc' folder) are used, with RC being fed 'pc' as the platform -- by default on console we use the default assets=pc for better iteration times -- we should turn on console specifc assets only when in release and/or testing assets and/or loading performance -- that way most people will not need to have 3 different caches taking up disk space assets = pc -- xenia_assets = xenia -- provo_assets = provo -- salem_assets = salem android_assets = es3 appletv_assets = ios ios_assets = ios osx_assets = osx_gl -- Add the IP address of your console to the white list that will connect to the asset processor here -- You can list addresses or CIDR's. CIDR's are helpful if you are using DHCP. A CIDR looks like an ip address with -- a /n on the end means how many bits are significant. 8bits.8bits.8bits.8bits = /32 -- Example: 192.168.1.3 -- Example: 192.168.1.3, 192.168.1.15 -- Example: 192.168.1.0/24 will allow any address starting with 192.168.1. -- Example: 192.168.0.0/16 will allow any address starting with 192.168. -- Example: 192.168.0.0/8 will allow any address starting with 192. -- white_list = -- IP address and optionaly port of the asset processor. -- Set your PC IP here: (and uncomment the next line) -- If you are running your asset processor on your own windows machine you -- can find out your ip address by opening a cmd prompt and typing in ipconfig -- remote_ip = 127.0.0.1 -- remote_port = 45643 -- Which way do you want to connect the asset processor to the game: 1=game connects to AP "connect", 0=AP connects to game "listen" -- Note: android and IOS over USB port forwarding may need to listen instead of connect connect_to_remote=0 windows_connect_to_remote=1 provo_connect_to_remote=1 xenia_connect_to_remote=1 salem_connect_to_remote=0 android_connect_to_remote=0 appletv_connect_to_remote=0 ios_connect_to_remote=0 osx_connect_to_remote=0 -- Should we tell the game to wait and not proceed unless we have a connection to the AP or -- do we allow it to continue to try to connect in the background without waiting -- Note: Certain options REQUIRE that we do not proceed unless we have a connection, and will override this option to 1 when set -- Since remote_filesystem=1 requires a connection to proceed it will override our option to 1 wait_for_connect=0 provo_wait_for_connect=0 xenia_wait_for_connect=0 salem_wait_for_connect=0 windows_wait_for_connect=1 android_wait_for_connect=0 appletv_wait_for_connect=0 ios_wait_for_connect=0 osx_wait_for_connect=0 assetProcessor_branch_token = 0xC6BFBEE5