Krotox Engine › Docs › Krotox Manual › Build & Deploy
Building a standalone Windows game: the Windows PC build options, what ships in the output folder, choosing a render resolution and scaling mode (letterbox, pixel perfect, stretch), display settings from scripts, and running without a GPU.
The same project that builds for Android builds a standalone Windows game. Open File ▸ Build Settings… (Ctrl+Shift+B) and pick Windows PC.
| Option | What it does |
|---|---|
| Scenes | The scenes to include, with the start scene marked by Set Start. Shared with the other platforms. |
| Build Configuration | Debug or Release. Ship Release. |
| Company Name, Product Version, Legal Copyright | Written into the executable's details. Scripts read the version with Application.Version. |
| Binary Scene Cooking | Stores scenes as binary .kbin files that load faster. |
| Distribution Archive | Also packs the output folder into a .zip, ready to upload. |
Press Build, then Open Output Folder.
MyGame/
├── KrotoxEngine-Runtime.exe the game (rename it as you like)
├── data.pak scenes, textures, audio, shaders, font atlases
├── KrotoxEngine-ScriptCore.dll engine C# API
├── MyGame.dll your scripts
├── mono runtime files the C# runtime
└── shaderc_shared.dll and other required DLLs
data.pak is compressed with miniz and only contains the scenes in your build list and the assets they use. File ▸ Build Report… lists exactly what went in and how big each piece is.
Games save their data under a Saved/ folder next to the executable (Application.PersistentDataPath), together with the SaveGame slots.
The game can render at a fixed internal resolution and scale that image to the player's window. Set this in Project Settings ▸ General:
| Setting | Default | Meaning |
|---|---|---|
| Render Width / Render Height | 0 | The internal resolution. 0 follows the window or display 1:1. |
| Scaling Mode | Letterbox | How the internal image is fitted to the window. |
| Scaling Mode | Behaviour | Best for |
|---|---|---|
| Letterbox | Scales up to fit the window while keeping the aspect ratio, adding black bars where the shapes differ. | Most games: framing and UI stay the same on 16:9, 16:10 and ultrawide screens. |
| Pixel Perfect | Scales only by whole numbers (1×, 2×, 3×…) with nearest-neighbour sampling, so every pixel stays square and sharp. | Pixel-art games at a low resolution such as 320×180 or 640×360. |
| Stretch | Fills the whole window, ignoring the aspect ratio. | Rare cases where slight distortion is acceptable. |
Scaling Mode matters in exported games and in fullscreen play. In the editor, the Viewport resizes with your layout. With Render Width and Height left at 0, the game renders 1:1, so Letterbox and Stretch look the same.
The standalone runtime renders the scene at the internal resolution, then a final full-screen pass scales it to the display using the chosen mode.
A built desktop game can offer a graphics menu:
if (Screen.CanChangeDisplay)
{
Screen.FullScreen = true; // borderless full screen
Screen.SetResolution(1920, 1080, FullScreenMode.ExclusiveFullScreen);
foreach (Resolution r in Screen.Resolutions) // "1920 x 1080 @ 144Hz"
Log.Info(r.ToString());
}
Screen.RenderScale = 0.75f; // render at 75% of the window and scale up; -1 returns to the project setting
Application.VSync = true;
Application.TargetFrameRate = 0; // 0 = uncapped (v-sync still applies)
Screen.CanChangeDisplay is false in the editor and on Android, where those setters do nothing. See Application, screen, device & network.
Krotox can run on Mesa's Lavapipe, a software Vulkan driver, on virtual machines and build servers with no graphics card. Everything works, only slower. Packages built with software Vulkan include Launch-Editor-SoftwareVulkan.bat, and Launch-Runtime-SoftwareVulkan.bat does the same for a built game. GPU timings read *n/a* in this mode.
The Krotox Editor for Windows is downloaded as a .zip from the download section of the home page. Installation steps and system requirements are in Install Krotox & system requirements.