The SDK Launcher
Roots
A root is a folder holding the SDK content and all of your projects together. You set up your first one the moment you open the Launcher. See Getting Started for that first setup.
You can link additional roots at any time from the SDK Info dropdown in the sidebar (+ Add New Root…). Each root keeps its own SDK version and its own project list, entirely independent of any others you’ve added.
Once you install or update the SDK into a root, that root becomes a git repository. That’s what lets SDK updates merge cleanly into any changes you’ve made to the base SDK content, instead of overwriting them. If a root has uncommitted changes when you go to update it, the Launcher offers to commit them for you first.
Projects
FPS Template is always present. Every new project forks from it, or from another project you’ve already created.
New Project
Click New Project in the Projects panel, give it a name, and pick what to fork from.
What happens
The Launcher copies the source project’s folder, rewrites the namespace and .csproj to match the new name, and adds it to games.sln automatically. The new project’s folder sits directly in the root, alongside games.sln, not inside sdk-content.
Rename / Delete Right-click a project in the list. FPS Template itself can’t be renamed or deleted, only forks.
Active / Inactive Click the toggle on a forked project’s row to add or remove it from games.sln without deleting it, handy for keeping the solution decluttered when you’re not actively working on something.
Tag Version Select a project and click Tag Version in the sidebar to bump its version number with a short description of what changed. This is what other projects forked from it check against.
If a project was forked from something that’s since been tagged to a newer version, you’ll see a stale warning in the sidebar when that project is selected. It’s just a heads up, nothing merges automatically, the fork keeps working exactly as it did when you made it.
Launching and Building
Quick Launch Builds the selected project (Release, if not already up to date) and runs it.
Launch Developer Same, with the developer debug overlay on. See CVars & Console Commands.
Launch Map Builds, then lets you pick a compiled map to launch straight into.
Launch Rockwall2 Builds if needed and opens Rockwall 2 pointed at the selected project. See Editor Setup.
Open in Visual Studio Opens games.sln in your default IDE.
For anything beyond a quick run, use Build / Publish… in the footer:
Action
Build produces a normal debug or release build. Publish additionally packages everything needed to hand the game to someone else.
Configuration
Debug or Release, same as you’d pick in Visual Studio.
Self-contained (Publish only)
Bundles the .NET runtime into the output so it runs on a machine that doesn’t have .NET 8 installed. Set a runtime identifier (e.g. win-x64) to match the target platform.
Both Build and Publish run the entity compile step automatically afterward, so the output is always ready for Rockwall 2 or for players.
SDK Updates
The sidebar’s SDK Info panel shows the latest available SDK version alongside the version installed in your current root. When they don’t match, click Install SDK (or Update SDK) to bring the root up to date.