#Export-project to exe

1 messages · Page 1 of 1 (latest)

latent lantern
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Hi everyone

I know that efforts have been made to facilitate the export of projects for Windows and Linux platforms. It seems that now it is only necessary to use the 'export-project' command from 'o3de.bat' to build your project and get the .exe. Since version 23.10 was released yesterday, I have been trying to build a basic project. The goal is to learn how to package projects and generate the .exe. Honestly, I am unable to do so.

Here's everything I have done so far: I created a project and added a level, leaving it with default objects and scripts. I created an 'autoexec.game.setreg' file in my project's 'Registry' folder. Now I have tried to launch the asset bundle that is contained in the o3de installation folder, and it gives me the error: 'Unable to locate the project cache path from settings registry at key /o3de/runtime/filepaths/cacheprojectrootfolder. Please run O3de Asset Processor to generate cache and build assets.' Asset Processor is already running (it runs when I open the editor). Nevertheless, I tried to run it, and it tells me that it is not a valid project path.

Could you help me? Thank you.

vagrant flare
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hey juan

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did you create the level through the project manager, or manually?

latent lantern
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Hi! I created the level using "new level" from o3de editor and then I created the autoexec.game.streg file manually in order to set the start level. Is it possible to create a new level from O3DE project Manager?

vagrant flare
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sorry that was a typo on my part, i meant to ask about the project itself

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if that was created in the project manager

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also, before trying the export project tool, if the goal is to learning about packaging the project, I can also suggest the following article:

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The instructions here are from older release versions, but it should give you a good idea/checklist of what to look for

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the export scripts are based on this page as well

latent lantern
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Hello, of course I want to learn. But my main goal is to learn how to use o3de to develop my applications. I've tried several times to read and generate an exe using that documentation, but it's impossible for me.

First, I find it disorganized, and there are concepts that are very vague. For example, 'Registered your project to your engine.' What does that mean? If I've already created my project in o3de, shouldn't it already be registered? Another example, 'use of asset processor.' Why? When you create a project, the asset processor is already started and processes the assets. Do I need to do it again? Or another example: 'If you’re using a pre-built SDK engine, you must generate a Visual Studio project for your engine.' I understand that I'm using the pre-built SDK (I installed o3de directly from the official website's installer). According to the 'Create Distributable Open 3D Engine Builds' section, you need to have the source code and create a distributable build of the engine. Why? Don't I already have the engine in a distributable build? In summary, it seems like all of this goes beyond my goal.

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It's amazing that generating an executable is taking longer than creating a simple game (I created a basic game where a ball collects coins in less than 2 hours without prior knowledge of the engine). However, generating an executable has taken me several days, and it's frustrating because I don't like it. It reminds me of Linux; you have freedom and transparency, but it takes you three hours to install a program.

The logical and normal thing is that you need a single click to generate an executable, while creating a simple game takes a few hours. I've used other engines like Unity, Godot, Unreal, among others, and releasing your application is very easy (you don't need 12 steps to achieve your goal).

Therefore, if possible, I would like to use the option to generate my exe with as few steps as possible. Thanks for everything.

lilac forge
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Yes we have plans to create a UX around project exporting.

latent lantern
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Ok. Thank you.

worn mauve
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Good when do you think it will be rolled out.

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@lilac forge

gilded egret
vagrant flare
# gilded egret A special export.bat was shipped in the latest point release that makes it reall...

to further clarify, the export.bat file is in the root folder for any new project made using the DefaultProject or MinimalProject templates. It is set up to be easy to use, to the point that you can just run the script by itself to handle the export process (Or double click on it in windows like an exe)

One caveat currently is that before running export, for any newly created project, you MUST build the project in the project manager, then open the project in the editor, and let the asset processor process all assets from the editor before proceeding with export.