Rebuilding in Visual Studio

Once you have run the make.rb script at least once, you can rebuild the solutions for the editing tools and runtime engine in Visual Studio. Recompiling the solutions from within Visual Studio will produce the same results as re-running the make.rb build script.

Note: Please always use the Visual Studio projects generated by the CMake system. Custom configurations might cause compile and linking errors.

  1. Open one of the following solutions in Visual Studio:

    • build\engine\<platform>\stingray_engine_<platform>.sln: The runtime game engine.
    • build\editor\<platform>\stingray_editor_<platform>.sln: The front-end user interface for the Stingray Editor application. See the next section for additional details.
    • editor\backend\stingray_editor_backend.sln: The back-end of the Stingray Editor.
    • tools\all_tools\all_tools.sln: The legacy Bitsquid editing tools.
  2. Set the desired build configuration: Debug, Dev or Release. See also About Stingray build configurations.

  3. Build the solution.

Known Issues

If you configure the Visual Studio solution for the Stingray engine with a global path to the DirectX SDK, the scaleformstudio_plugin project in the Debug configuration will fail to link with the following error:

13>     Creating library C:/Stingray/git/b/build/engine/win64/lib/Debug/scaleformstudio_pluginw64_debug.lib and object C:/Stingray/git/b/build/engine/win64/lib/Debug/scaleformstudio_pluginw64_debug.exp
13>Render_DX11.lib(D3D1x_HAL.obj) : error LNK2001: unresolved external symbol IID_ID3DUserDefinedAnnotation
13>C:\Stingray\b\toolchain\engine\win64\debug\plugins\scaleformstudio_pluginw64_debug.dll : fatal error LNK1120: 1 unresolved external