Setup Defold Project
Downloads and extracts Defold library dependencies and engine builtins into the .deps/ directory, which is used as read-only context for resolving module references. Also provides recommended game.project settings for new projects.
When to Run
- Before any task if the
.deps/folder does not exist or is empty. - After editing dependencies in
game.project(any[project] dependencies#Nentry was added, removed, or changed).
How to Run
Execute the setup script from the project root:
Windows (PowerShell):
powershellpython .agents/skills/defold-project-setup/scripts/fetch_deps.py
Linux/macOS:
bashpython3 .agents/skills/defold-project-setup/scripts/fetch_deps.py
Use --dry-run to print what would be done without downloading or extracting anything.
What It Does
- Reads
game.projectand parses all[project] dependencies#NURLs. - Downloads each dependency zip to a temporary directory.
- Inspects each zip's
game.projectfor[library] include_dirs. - Extracts only the declared include directories into
.deps/. - Downloads Defold engine builtins into
.deps/builtins/(from the latest stable release).
After Running
- The
.deps/folder is ready for use as a read-only include directory.
Recommended game.project settings
When creating a new project or reviewing game.project, apply these recommended baseline settings. They provide sensible defaults for most Defold games.
[html5]
ini[html5] scale_mode = Stretch heap_size = 64 cssfile = /builtins/manifests/web/dark_theme.css retry_count = 1000
scale_mode = Stretch— the HTML5 canvas fills the entire browser window.heap_size = 64— 64 MB is enough for most games; the engine will allocate more if needed.cssfile = /builtins/manifests/web/dark_theme.css— dark theme is a better default than white.retry_count = 1000— the engine retries loading game files up to 1000 times on network issues, preventing failures on slow connections.
[engine]
ini[engine] fixed_update_frequency = 60 max_time_step = 0.05
fixed_update_frequency = 60— fixed update runs at 60 FPS (this is the Defold default).max_time_step = 0.05— the game runs without slowdowns down to 20 FPS. Below that, the game slows down instead of skipping large time chunks.
[physics]
ini[physics] gravity_y = -1000.0 scale = 0.01 velocity_threshold = 100.0 use_fixed_timestep = 1 max_fixed_timesteps = 0
gravity_y = -1000.0— this value is multiplied byphysics.scale, so internally the physics engine sees -10 m/s² (Earth gravity).scale = 0.01— for 2D games this is typically0.01(1 pixel = 0.01 m). For 3D games use1.0(1 unit = 1 m).velocity_threshold = 100.0— (2D physics only) for stable physics this should be1.0 / physics.scale, so100.0when scale is0.01.use_fixed_timestep = 1— physics runs in fixed timestep mode. Move object interpolation between physics steps via theobject_interpolationextension.max_fixed_timesteps = 0— (3D physics only) passes fixed dt directly from the Defold engine to Bullet3D and disables Bullet3D's internal accumulator.


