Every Wavedash game repo has a wavedash.toml at its root. It tells the CLI which game to upload to, where the built files live, and any engine-specific settings.
File location
wavedash.toml is a per-project file. Commit it alongside your game code at the repo root — the CLI looks for ./wavedash.toml by default when you run wavedash dev or wavedash build push. Pass --config <PATH> to point at a different file.
Basic structure
game_id = "YOUR_GAME_ID_HERE"
upload_dir = "./exports/web"
[godot]
version = "4.5-stable"
Core fields
| Field | Description |
|---|---|
game_id | Your game's ID from the Developer Portal |
upload_dir | Path to your built game files (relative to the config file) |
entrypoint | The first file Wavedash loads inside upload_dir. Defaults to index.html |
entrypoint is relative to upload_dir. Point it at your HTML shell, not a bundled script. If your build outputs dist/index.html, set upload_dir = "./dist" and entrypoint = "index.html".
Engine sections
Godot and Unity have dedicated sections in wavedash.toml that unlock engine-specific features — for example, pinning the engine version used by the build pipeline.
| Section | Used with |
|---|---|
[godot] | Godot projects |
[unity] | Unity projects |
For any other engine, no engine section is needed. Wavedash loads your entrypoint directly. See the engine guides for wavedash.toml examples tailored to each engine.
Next steps
With wavedash.toml in place, you can run wavedash dev for a local sandbox or wavedash build push to upload a build.