#define generate_working_directory // generate_working_directory() - Call this Function at Game Start // Sets directory_get_current_working() to Ubuntu (Linux) Assets SubFolder // Sets directory_get_current_working() to Mac App Bundle Resources Folder if (os_type == os_linux) { return directory_set_current_working(directory_get_current_working() + "/assets/"); } if (os_type != os_macosx) { return true; } success = false; exe_pname = executable_get_directory(); // = "/Path/To/YourAppBundle.app/Contents/MacOS/"; macos_dname = filename_dir(exe_pname); // = "/Path/To/YourAppBundle.app/Contents/MacOS"; macos_bname = filename_name(macos_dname); // = "MacOS"; contents_dname = filename_dir(macos_dname); // = "/Path/To/YourAppBundle.app/Contents"; contents_bname = filename_name(contents_dname); // = "Contents"; app_dname = filename_dir(contents_dname); // = "/Path/To/YourAppBundle.app"; app_ename = filename_ext(app_dname); // = ".app"; contents_pname = filename_path(macos_dname); // = "/Path/To/YourAppBundle.app/Contents/"; resources_pname = contents_pname + "Resources/"; // = "/Path/To/YourAppBundle.app/Contents/Resources/"; // if running from the IDE change working directory to: if (directory_exists(filename_path(parameter_string(1)))) { success = directory_set_current_working(filename_path(parameter_string(1))); } // if "/Path/To/YourAppBundle.app/Contents/MacOS/YourExe" and "/Path/To/YourAppBundle.app/Contents/Resources/" exists else if (macos_bname == "MacOS" && contents_bname == "Contents" && app_ename == ".app" && directory_exists(resources_pname)) { // set working directory to "/Path/To/YourAppBundle.app/Contents/Resources/" and allow loading normal included files success = directory_set_current_working(resources_pname); } return success;