I’m asking this to see if I’m in the right “mindset” for how to use Defold. I definitely want some way to branch my code depending on a “build profile” but perhaps some of the nuance of the way I want to go about it could be different in the context of Defold.
I see it’s possible to do preprocessor directives with this extension-lua-preprocessor.
Should I come up with my own way to have even more build profile options? In Unity when you uncheck “Development build”, all the hooks for profiling, logging etc. are stripped out, so it becomes necessary to have a “pre-release” mode, where it still compiles out all your “development mode logic” (eg. level skip, infinite health etc.) and runs the game as it would in “release” but is still able to print log messages and profile the performance, to help fix bugs that only occur in “release” code paths.
Maybe there’s something on the command line? When I build for Nintendo Switch, I have a bob.jar batch file I run, if I could specify a build profile on the command line, I could just run a different batch file depending on the build I want to do.