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Interface EngineOptions

Interface defining initialization parameters for Engine class


  • WebGLContextAttributes
    • EngineOptions



Optional adaptToDeviceRatioSearch playground for adaptToDeviceRatio

adaptToDeviceRatio: boolean

Defines whether to adapt to the device's viewport characteristics (default: false)

Optional alphaSearch playground for alpha

alpha: boolean

Optional antialiasSearch playground for antialias

antialias: boolean

Optional audioEngineSearch playground for audioEngine

audioEngine: boolean

Defines if webaudio should be initialized as well



Optional audioEngineOptionsSearch playground for audioEngineOptions

audioEngineOptions: IAudioEngineOptions

Specifies options for the audio engine

Optional autoEnableWebVRSearch playground for autoEnableWebVR

autoEnableWebVR: boolean

Defines if webvr should be enabled automatically



Optional depthSearch playground for depth

depth: boolean

Optional desynchronizedSearch playground for desynchronized

desynchronized: boolean

Optional deterministicLockstepSearch playground for deterministicLockstep

deterministicLockstep: boolean

Defines if animations should run using a deterministic lock step



Optional disableWebGL2SupportSearch playground for disableWebGL2Support

disableWebGL2Support: boolean

Defines if webgl2 should be turned off even if supported



Optional doNotHandleContextLostSearch playground for doNotHandleContextLost

doNotHandleContextLost: boolean

Defines that engine should ignore context lost events If this event happens when this parameter is true, you will have to reload the page to restore rendering

Optional doNotHandleTouchActionSearch playground for doNotHandleTouchAction

doNotHandleTouchAction: boolean

Defines that engine should ignore modifying touch action attribute and style If not handle, you might need to set it up on your side for expected touch devices behavior.

Optional failIfMajorPerformanceCaveatSearch playground for failIfMajorPerformanceCaveat

failIfMajorPerformanceCaveat: boolean

Will prevent the system from falling back to software implementation if a hardware device cannot be created

Optional forceSRGBBufferSupportStateSearch playground for forceSRGBBufferSupportState

forceSRGBBufferSupportState: boolean

If sRGB Buffer support is not set during construction, use this value to force a specific state This is added due to an issue when processing textures in chrome/edge/firefox This will not influence NativeEngine and WebGPUEngine which set the behavior to true during construction.

Optional limitDeviceRatioSearch playground for limitDeviceRatio

limitDeviceRatio: number

Defines if the engine should no exceed a specified device ratio



Optional lockstepMaxStepsSearch playground for lockstepMaxSteps

lockstepMaxSteps: number

Defines the maximum steps to use with deterministic lock step mode

Optional powerPreferenceSearch playground for powerPreference

powerPreference: WebGLPowerPreference

Optional premultipliedAlphaSearch playground for premultipliedAlpha

premultipliedAlpha: boolean

Optional preserveDrawingBufferSearch playground for preserveDrawingBuffer

preserveDrawingBuffer: boolean

Optional stencilSearch playground for stencil

stencil: boolean

Optional timeStepSearch playground for timeStep

timeStep: number

Defines the seconds between each deterministic lock step

Optional useHighPrecisionFloatsSearch playground for useHighPrecisionFloats

useHighPrecisionFloats: boolean

Defines that engine should compile shaders with high precision floats (if supported). True by default

Optional useHighPrecisionMatrixSearch playground for useHighPrecisionMatrix

useHighPrecisionMatrix: boolean

Make the matrix computations to be performed in 64 bits instead of 32 bits. False by default

Optional xrCompatibleSearch playground for xrCompatible

xrCompatible: boolean

Make the canvas XR Compatible for XR sessions


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