Modules

The engine and editor expose functional interfaces to developers via modules, which exist as ECMAScript modules.

Note: from 3.0, it is strongly recommended not to use the global variable cc to access engine modules or classes.

Engine Modules

Function

The module 'cc' provides access to all engine functions. The contents of module 'cc' are dynamic and are related to the Feature Cropping setting in Project Setting.

Engine Log Output

Example:

import { log } from 'cc';
log('Hello world!');

Build-Time Constants

The engine module 'cc/env' exposes a number of build-time constants that represent the execution environment, debug level, or platform identifier, etc.

As these constants are declared with const, they provide good opportunities for code optimization.

Execution Environment

Name (all of type boolean) Description
BUILD Whether it is running in the post-build environment
PREVIEW Whether it is running in the preview environment
EDITOR Whether it running in the editor environment

Debug Level

Name (all of type boolean) Description
DEBUG Whether it is in debug mode. Only false if the debug option is unchecked at build time, but true in all other cases.
DEV Equivalent to DEBUG/EDITOR/PREVIEW

Platform Identifier

The constants in the following table indicate whether the application is running on a particular or a class of platforms, and are all of type boolean.

Name Platform MINIGAME RUNTIME_BASED SUPPORT_JIT
HTML5 Web
NATIVE Native Platforms
ALIPAY Alipay Mini Game ✔️ ✔️
BAIDU Baidu Mini Game ✔️ ✔️
BYTEDANCE ByteDance Mini Game ✔️ ✔️
WECHAT WeChat Mini Gamee ✔️ ✔️
XIAOMI Xiaomi Quick Game ✔️ ✔️
COCOSPLAY Cocos Play ✔️ ✔️
HUAWEI Huawei Quick Game ✔️ ✔️
OPPO OPPO Mini Game ✔️ ✔️
VIVO vivo Mini Game ✔️ ✔️

Output in Debug Mode

Examples are as follows:

import { log } from 'cc';
import { DEV } from 'cc/env';

if (DEV) {
    log('I am in development mode!');
}

Editor Modules

The editor modules are all under the 'cce:' protocol ("cce" stands for "CocosCreatorEditor").

All editor modules are valid only in the editor environment. For example, the editor module is not accessible in the preview and post-build environments, but in contrast, it is accessible in the Scene panel.

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