As of currently if the files are not being built to the Build folder of the engine the .exe cannot run from it, only with the local windows debugger, but not directly from the Build folder.
For context:
Similarly for context Areas referencing Resources folder, Include->Fonts, Assets. Are provided with relative path from ProjDir so if those are not included within the build the engine cannot open and find them.
Proposal
As previously tackling a solution provided for DLLs can and may be used with Build Events that automatically includes those folders and files to the Build folder.
Additionally if they do not exist they are avoided, so that no compilation error will be present apart from no files copied.
(To address this in the future it would require that the folders are defined differently, or they are locked to the developers only so that the users wouldn't have access to them, similar to the rooting of Unity where they create a specific " assets " folder which directs user created content into that folder).
Solves
This would solve the issue of an insertion failure when aiming to run the engine through the release or debug folders.
Similarly the following is aimed to address a similar issue to the one of " https://github.com/JDSherbert/Sherbert-Engine/issues/8 ", though it would not be as related as that would be an issue in both the Local Debugger as well as debug and release folder versions.
In reference to the following: https://github.com/JDSherbert/Sherbert-Engine/issues/11
Issue
As of currently if the files are not being built to the Build folder of the engine the .exe cannot run from it, only with the local windows debugger, but not directly from the Build folder.
For context:
Similarly for context Areas referencing Resources folder, Include->Fonts, Assets. Are provided with relative path from ProjDir so if those are not included within the build the engine cannot open and find them.
Proposal
As previously tackling a solution provided for DLLs can and may be used with Build Events that automatically includes those folders and files to the Build folder.
See the existing proposal here for DLLs https://github.com/JDSherbert/Sherbert-Engine/pull/24
Additionally if they do not exist they are avoided, so that no compilation error will be present apart from no files copied.
(To address this in the future it would require that the folders are defined differently, or they are locked to the developers only so that the users wouldn't have access to them, similar to the rooting of Unity where they create a specific " assets " folder which directs user created content into that folder).
Solves
This would solve the issue of an insertion failure when aiming to run the engine through the release or debug folders.
Similarly the following is aimed to address a similar issue to the one of " https://github.com/JDSherbert/Sherbert-Engine/issues/8 ", though it would not be as related as that would be an issue in both the Local Debugger as well as debug and release folder versions.
Notes Folders Required by the Engine are:
Resources: https://github.com/JDSherbert/Sherbert-Engine/tree/main/SherbertEngine/Resources
Assets: https://github.com/JDSherbert/Sherbert-Engine/tree/main/SherbertEngine/Assets
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