On this page
ProjectSettings
Inherits: Object
Contains global variables accessible from everywhere.
Description
Contains global variables accessible from everywhere. Use get_setting, set_setting or has_setting to access them. Variables stored in project.godot are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.
When naming a Project Settings property, use the full path to the setting including the category. For example, "application/config/name" for the project name. Category and property names can be viewed in the Project Settings dialog.
Overriding: Any project setting can be overridden by creating a file named override.cfg in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary.
Properties
Methods
| void | add_property_info ( Dictionary hint ) |
| void | clear ( String name ) |
| int | get_order ( String name ) const |
| Variant | get_setting ( String name ) const |
| String | globalize_path ( String path ) const |
| bool | has_setting ( String name ) const |
| bool | load_resource_pack ( String pack, bool replace_files=true ) |
| String | localize_path ( String path ) const |
| bool | property_can_revert ( String name ) |
| Variant | property_get_revert ( String name ) |
| Error | save ( ) |
| Error | save_custom ( String file ) |
| void | set_initial_value ( String name, Variant value ) |
| void | set_order ( String name, int position ) |
| void | set_setting ( String name, Variant value ) |
Property Descriptions
String android/modules
| Default | "" |
Comma-separated list of custom Android modules (which must have been built in the Android export templates) using their Java package path, e.g. "org/godotengine/godot/MyCustomSingleton,com/example/foo/FrenchFriesFactory".
Note: Since Godot 3.2.2, the org/godotengine/godot/GodotPaymentV3 module was deprecated and replaced by the GodotPayment plugin which should be enabled in the Android export preset under Plugins section. The singleton to access in code was also renamed to GodotPayment.
Color application/boot_splash/bg_color
| Default | Color( 0.14, 0.14, 0.14, 1 ) |
Background color for the boot splash.
bool application/boot_splash/fullsize
| Default | true |
If true, scale the boot splash image to the full window length when engine starts. If false, the engine will leave it at the default pixel size.
String application/boot_splash/image
| Default | "" |
Path to an image used as the boot splash.
bool application/boot_splash/use_filter
| Default | true |
If true, applies linear filtering when scaling the image (recommended for high resolution artwork). If false, uses nearest-neighbor interpolation (recommended for pixel art).
String application/config/custom_user_dir_name
| Default | "" |
This user directory is used for storing persistent data (user:// filesystem). If left empty, user:// resolves to a project-specific folder in Godot's own configuration folder (see OS.get_user_data_dir). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in OS.get_user_data_dir).
The application/config/use_custom_user_dir setting must be enabled for this to take effect.
String application/config/description
| Default | "" |
The project's description, displayed as a tooltip in the Project Manager when hovering the project.
String application/config/icon
| Default | "" |
Icon used for the project, set when project loads. Exporters will also use this icon when possible.
String application/config/macos_native_icon
| Default | "" |
Icon set in .icns format used on macOS to set the game's icon. This is done automatically on start by calling OS.set_native_icon.
String application/config/name
| Default | "" |
The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.
Note: Changing this value will also change the user data folder's path if application/config/use_custom_user_dir is false. After renaming the project, you will no longer be able to access existing data in user:// unless you rename the old folder to match the new project name. See Data paths in the documentation for more information.
String application/config/project_settings_override
| Default | "" |
Specifies a file to override project settings. For example: user://custom_settings.cfg.
Note: Regardless of this setting's value, res://override.cfg will still be read to override the project settings (see this class' description at the top).
bool application/config/use_custom_user_dir
| Default | false |
If true, the project will save user data to its own user directory (see application/config/custom_user_dir_name). This setting is only effective on desktop platforms. A name must be set in the application/config/custom_user_dir_name setting for this to take effect. If false, the project will save user data to (OS user data directory)/Godot/app_userdata/(project name).
String application/config/windows_native_icon
| Default | "" |
Icon set in .ico format used on Windows to set the game's icon. This is done automatically on start by calling OS.set_native_icon.
bool application/run/disable_stderr
| Default | false |
If true, disables printing to standard error in an exported build.
bool application/run/disable_stdout
| Default | false |
If true, disables printing to standard output in an exported build.
int application/run/frame_delay_msec
| Default | 0 |
Forces a delay between frames in the main loop (in milliseconds). This may be useful if you plan to disable vertical synchronization.
bool application/run/low_processor_mode
| Default | false |
If true, enables low-processor usage mode. This setting only works on desktop platforms. The screen is not redrawn if nothing changes visually. This is meant for writing applications and editors, but is pretty useless (and can hurt performance) in most games.
int application/run/low_processor_mode_sleep_usec
| Default | 6900 |
Amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
String application/run/main_scene
| Default | "" |
Path to the main scene file that will be loaded when the project runs.
float audio/channel_disable_threshold_db
| Default | -60.0 |
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
float audio/channel_disable_time
| Default | 2.0 |
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
String audio/default_bus_layout
| Default | "res://default_bus_layout.tres" |
Default AudioBusLayout resource file to use in the project, unless overridden by the scene.
String audio/driver
| Default | "PulseAudio" |
Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.
bool audio/enable_audio_input
| Default | false |
If true, microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
int audio/mix_rate
| Default | 44100 |
Mixing rate used for audio. In general, it's better to not touch this and leave it to the host operating system.
int audio/output_latency
| Default | 15 |
Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.
int audio/output_latency.web
| Default | 50 |
Safer override for audio/output_latency in the Web platform, to avoid audio issues especially on mobile devices.
int audio/video_delay_compensation_ms
| Default | 0 |
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
int compression/formats/gzip/compression_level
| Default | -1 |
The default compression level for gzip. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. -1 uses the default gzip compression level, which is identical to 6 but could change in the future due to underlying zlib updates.
int compression/formats/zlib/compression_level
| Default | -1 |
The default compression level for Zlib. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. -1 uses the default gzip compression level, which is identical to 6 but could change in the future due to underlying zlib updates.
int compression/formats/zstd/compression_level
| Default | 3 |
The default compression level for Zstandard. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level.
bool compression/formats/zstd/long_distance_matching
| Default | false |
Enables long-distance matching in Zstandard.
int compression/formats/zstd/window_log_size
| Default | 27 |
Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.
bool debug/gdscript/completion/autocomplete_setters_and_getters
| Default | false |
If true, displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards.
bool debug/gdscript/warnings/constant_used_as_function
| Default | true |
If true, enables warnings when a constant is used as a function.
bool debug/gdscript/warnings/deprecated_keyword
| Default | true |
If true, enables warnings when deprecated keywords such as slave are used.
bool debug/gdscript/warnings/enable
| Default | true |
If true, enables specific GDScript warnings (see debug/gdscript/warnings/* settings). If false, disables all GDScript warnings.
bool debug/gdscript/warnings/exclude_addons
| Default | true |
If true, scripts in the res://addons folder will not generate warnings.
bool debug/gdscript/warnings/function_conflicts_constant
| Default | true |
If true, enables warnings when a function is declared with the same name as a constant.
bool debug/gdscript/warnings/function_conflicts_variable
| Default | true |
If true, enables warnings when a function is declared with the same name as a variable. This will turn into an error in a future version when first-class functions become supported in GDScript.
bool debug/gdscript/warnings/function_may_yield
| Default | true |
If true, enables warnings when a function assigned to a variable may yield and return a function state instead of a value.
bool debug/gdscript/warnings/function_used_as_property
| Default | true |
If true, enables warnings when using a function as if it was a property.
bool debug/gdscript/warnings/incompatible_ternary
| Default | true |
If true, enables warnings when a ternary operator may emit values with incompatible types.
bool debug/gdscript/warnings/integer_division
| Default | true |
If true, enables warnings when dividing an integer by another integer (the decimal part will be discarded).
bool debug/gdscript/warnings/narrowing_conversion
| Default | true |
If true, enables warnings when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
bool debug/gdscript/warnings/property_used_as_function
| Default | true |
If true, enables warnings when using a property as if it was a function.
bool debug/gdscript/warnings/return_value_discarded
| Default | true |
If true, enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the Error enum.
bool debug/gdscript/warnings/shadowed_variable
| Default | true |
If true, enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable).
bool debug/gdscript/warnings/standalone_expression
| Default | true |
If true, enables warnings when calling an expression that has no effect on the surrounding code, such as writing 2 + 2 as a statement.
bool debug/gdscript/warnings/standalone_ternary
| Default | true |
If true, enables warnings when calling a ternary expression that has no effect on the surrounding code, such as writing 42 if active else 0 as a statement.
bool debug/gdscript/warnings/treat_warnings_as_errors
| Default | false |
If true, all warnings will be reported as if they were errors.
bool debug/gdscript/warnings/unassigned_variable
| Default | true |
If true, enables warnings when using a variable that wasn't previously assigned.
bool debug/gdscript/warnings/unassigned_variable_op_assign
| Default | true |
If true, enables warnings when assigning a variable using an assignment operator like += if the variable wasn't previously assigned.
bool debug/gdscript/warnings/unreachable_code
| Default | true |
If true, enables warnings when unreachable code is detected (such as after a return statement that will always be executed).
bool debug/gdscript/warnings/unsafe_call_argument
| Default | false |
If true, enables warnings when using an expression whose type may not be compatible with the function parameter expected.
bool debug/gdscript/warnings/unsafe_cast
| Default | false |
If true, enables warnings when performing an unsafe cast.
bool debug/gdscript/warnings/unsafe_method_access
| Default | false |
If true, enables warnings when calling a method whose presence is not guaranteed at compile-time in the class.
bool debug/gdscript/warnings/unsafe_property_access
| Default | false |
If true, enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class.
bool debug/gdscript/warnings/unused_argument
| Default | true |
If true, enables warnings when a function parameter is unused.
bool debug/gdscript/warnings/unused_class_variable
| Default | false |
If true, enables warnings when a member variable is unused.
bool debug/gdscript/warnings/unused_signal
| Default | true |
If true, enables warnings when a signal is unused.
bool debug/gdscript/warnings/unused_variable
| Default | true |
If true, enables warnings when a local variable is unused.
bool debug/gdscript/warnings/variable_conflicts_function
| Default | true |
If true, enables warnings when a variable is declared with the same name as a function. This will turn into an error in a future version when first-class functions become supported in GDScript.
bool debug/gdscript/warnings/void_assignment
| Default | true |
If true, enables warnings when assigning the result of a function that returns void to a variable.
String debug/settings/crash_handler/message
| Default | "Please include this when reporting the bug on https://github.com/godotengine/godot/issues" |
Message to be displayed before the backtrace when the engine crashes.
int debug/settings/fps/force_fps
| Default | 0 |
Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging.
If display/window/vsync/use_vsync is enabled, it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non real-time rendering of static frames, or test the project under lag conditions.
int debug/settings/gdscript/max_call_stack
| Default | 1024 |
Maximum call stack allowed for debugging GDScript.
int debug/settings/profiler/max_functions
| Default | 16384 |
Maximum amount of functions per frame allowed when profiling.
bool debug/settings/stdout/print_fps
| Default | false |
Print frames per second to standard output every second.
bool debug/settings/stdout/verbose_stdout
| Default | false |
Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc.
int debug/settings/visual_script/max_call_stack
| Default | 1024 |
Maximum call stack in visual scripting, to avoid infinite recursion.
Color debug/shapes/collision/contact_color
| Default | Color( 1, 0.2, 0.1, 0.8 ) |
Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
int debug/shapes/collision/max_contacts_displayed
| Default | 10000 |
Maximum number of contact points between collision shapes to display when "Visible Collision Shapes" is enabled in the Debug menu.
Color debug/shapes/collision/shape_color
| Default | Color( 0, 0.6, 0.7, 0.5 ) |
Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
Color debug/shapes/navigation/disabled_geometry_color
| Default | Color( 1, 0.7, 0.1, 0.4 ) |
Color of the disabled navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
Color debug/shapes/navigation/geometry_color
| Default | Color( 0.1, 1, 0.7, 0.4 ) |
Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
String display/mouse_cursor/custom_image
| Default | "" |
Custom image for the mouse cursor (limited to 256×256).
Vector2 display/mouse_cursor/custom_image_hotspot
| Default | Vector2( 0, 0 ) |
Hotspot for the custom mouse cursor image.
Vector2 display/mouse_cursor/tooltip_position_offset
| Default | Vector2( 10, 10 ) |
Position offset for tooltips, relative to the mouse cursor's hotspot.
bool display/window/dpi/allow_hidpi
| Default | false |
If true, allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
bool display/window/energy_saving/keep_screen_on
| Default | true |
If true, keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
String display/window/handheld/orientation
| Default | "landscape" |
Default orientation on mobile devices.
bool display/window/ios/hide_home_indicator
| Default | true |
If true, the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
bool display/window/per_pixel_transparency/allowed
| Default | false |
If true, allows per-pixel transparency in a desktop window. This affects performance, so leave it on false unless you need it.
bool display/window/per_pixel_transparency/enabled
| Default | false |
Sets the window background to transparent when it starts.
bool display/window/size/always_on_top
| Default | false |
Force the window to be always on top.
bool display/window/size/borderless
| Default | false |
Force the window to be borderless.
bool display/window/size/fullscreen
| Default | false |
Sets the window to full screen when it starts.
int display/window/size/height
| Default | 600 |
Sets the game's main viewport height. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.
bool display/window/size/resizable
| Default | true |
Allows the window to be resizable by default.
int display/window/size/test_height
| Default | 0 |
If greater than zero, overrides the window height when running the game. Useful for testing stretch modes.
int display/window/size/test_width
| Default | 0 |
If greater than zero, overrides the window width when running the game. Useful for testing stretch modes.
int display/window/size/width
| Default | 1024 |
Sets the game's main viewport width. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.
String display/window/tablet_driver
| Default | "" |
Specifies the tablet driver to use. If left empty, the default driver will be used.
bool display/window/vsync/use_vsync
| Default | true |
If true, enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If false, vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5).
bool display/window/vsync/vsync_via_compositor
| Default | false |
If Use Vsync is enabled and this setting is true, enables vertical synchronization via the operating system's window compositor when in windowed mode and the compositor is enabled. This will prevent stutter in certain situations. (Windows only.)
Note: This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.
String editor/script_templates_search_path
| Default | "res://script_templates" |
Search path for project-specific script templates. Script templates will be search both in the editor-specific path and in this project-specific path.
PoolStringArray editor/search_in_file_extensions
| Default | PoolStringArray( "gd", "shader" ) |
Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. tscn if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
int gui/common/default_scroll_deadzone
| Default | 0 |
Default value for ScrollContainer.scroll_deadzone, which will be used for all ScrollContainers unless overridden.
bool gui/common/swap_ok_cancel
| Default | false |
If true, swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions.
int gui/common/text_edit_undo_stack_max_size
| Default | 1024 |
String gui/theme/custom
| Default | "" |
Path to a custom Theme resource file to use for the project (theme or generic tres/res extension).
String gui/theme/custom_font
| Default | "" |
Path to a custom Font resource to use as default for all GUI elements of the project.
bool gui/theme/use_hidpi
| Default | false |
If true, makes sure the theme used works with HiDPI.
int gui/timers/incremental_search_max_interval_msec
| Default | 2000 |
Timer setting for incremental search in Tree, ItemList, etc. controls (in milliseconds).
float gui/timers/text_edit_idle_detect_sec
| Default | 3 |
Timer for detecting idle in TextEdit (in seconds).
float gui/timers/tooltip_delay_sec
| Default | 0.5 |
Default delay for tooltips (in seconds).
Dictionary input/ui_accept
Default InputEventAction to confirm a focused button, menu or list item, or validate input.
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
Dictionary input/ui_cancel
Default InputEventAction to discard a modal or pending input.
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
Dictionary input/ui_down
Default InputEventAction to move down in the UI.
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
Dictionary input/ui_end
Default InputEventAction to go to the end position of a Control (e.g. last item in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_END on typical desktop UI systems.
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
Dictionary input/ui_focus_next
Default InputEventAction to focus the next Control in the scene. The focus behavior can be configured via Control.focus_next.
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
Dictionary input/ui_focus_prev
Default InputEventAction to focus the previous Control in the scene. The focus behavior can be configured via Control.focus_previous.
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
Dictionary input/ui_home
Default InputEventAction to go to the start position of a Control (e.g. first item in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_HOME on typical desktop UI systems.
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
Dictionary input/ui_left
Default InputEventAction to move left in the UI.
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
Dictionary input/ui_page_down
Default InputEventAction to go down a page in a Control (e.g. in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_PAGEDOWN on typical desktop UI systems.
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
Dictionary input/ui_page_up
Default InputEventAction to go up a page in a Control (e.g. in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_PAGEUP on typical desktop UI systems.
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
Dictionary input/ui_right
Default InputEventAction to move right in the UI.
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
Dictionary input/ui_select
Default InputEventAction to select an item in a Control (e.g. in an ItemList or a Tree).
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
Dictionary input/ui_up
Default InputEventAction to move up in the UI.
Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
bool input_devices/pointing/emulate_mouse_from_touch
| Default | true |
If true, sends mouse input events when tapping or swiping on the touchscreen.
bool input_devices/pointing/emulate_touch_from_mouse
| Default | false |
If true, sends touch input events when clicking or dragging the mouse.
String layer_names/2d_physics/layer_1
| Default | "" |
Optional name for the 2D physics layer 1.
String layer_names/2d_physics/layer_10
| Default | "" |
Optional name for the 2D physics layer 10.
String layer_names/2d_physics/layer_11
| Default | "" |
Optional name for the 2D physics layer 11.
String layer_names/2d_physics/layer_12
| Default | "" |
Optional name for the 2D physics layer 12.
String layer_names/2d_physics/layer_13
| Default | "" |
Optional name for the 2D physics layer 13.
String layer_names/2d_physics/layer_14
| Default | "" |
Optional name for the 2D physics layer 14.
String layer_names/2d_physics/layer_15
| Default | "" |
Optional name for the 2D physics layer 15.
String layer_names/2d_physics/layer_16
| Default | "" |
Optional name for the 2D physics layer 16.
String layer_names/2d_physics/layer_17
| Default | "" |
Optional name for the 2D physics layer 17.
String layer_names/2d_physics/layer_18
| Default | "" |
Optional name for the 2D physics layer 18.
String layer_names/2d_physics/layer_19
| Default | "" |
Optional name for the 2D physics layer 19.
String layer_names/2d_physics/layer_2
| Default | "" |
Optional name for the 2D physics layer 2.
String layer_names/2d_physics/layer_20
| Default | "" |
Optional name for the 2D physics layer 20.
String layer_names/2d_physics/layer_3
| Default | "" |
Optional name for the 2D physics layer 3.
String layer_names/2d_physics/layer_4
| Default | "" |
Optional name for the 2D physics layer 4.
String layer_names/2d_physics/layer_5
| Default | "" |
Optional name for the 2D physics layer 5.
String layer_names/2d_physics/layer_6
| Default | "" |
Optional name for the 2D physics layer 6.
String layer_names/2d_physics/layer_7
| Default | "" |
Optional name for the 2D physics layer 7.
String layer_names/2d_physics/layer_8
| Default | "" |
Optional name for the 2D physics layer 8.
String layer_names/2d_physics/layer_9
| Default | "" |
Optional name for the 2D physics layer 9.
String layer_names/2d_render/layer_1
| Default | "" |
Optional name for the 2D render layer 1.
String layer_names/2d_render/layer_10
| Default | "" |
Optional name for the 2D render layer 10.
String layer_names/2d_render/layer_11
| Default | "" |
Optional name for the 2D render layer 11.
String layer_names/2d_render/layer_12
| Default | "" |
Optional name for the 2D render layer 12.
String layer_names/2d_render/layer_13
| Default | "" |
Optional name for the 2D render layer 13.
String layer_names/2d_render/layer_14
| Default | "" |
Optional name for the 2D render layer 14.
String layer_names/2d_render/layer_15
| Default | "" |
Optional name for the 2D render layer 15.
String layer_names/2d_render/layer_16
| Default | "" |
Optional name for the 2D render layer 16.
String layer_names/2d_render/layer_17
| Default | "" |
Optional name for the 2D render layer 17.
String layer_names/2d_render/layer_18
| Default | "" |
Optional name for the 2D render layer 18.
String layer_names/2d_render/layer_19
| Default | "" |
Optional name for the 2D render layer 19.
String layer_names/2d_render/layer_2
| Default | "" |
Optional name for the 2D render layer 2.
String layer_names/2d_render/layer_20
| Default | "" |
Optional name for the 2D render layer 20.
String layer_names/2d_render/layer_3
| Default | "" |
Optional name for the 2D render layer 3.
String layer_names/2d_render/layer_4
| Default | "" |
Optional name for the 2D render layer 4.
String layer_names/2d_render/layer_5
| Default | "" |
Optional name for the 2D render layer 5.
String layer_names/2d_render/layer_6
| Default | "" |
Optional name for the 2D render layer 6.
String layer_names/2d_render/layer_7
| Default | "" |
Optional name for the 2D render layer 7.
String layer_names/2d_render/layer_8
| Default | "" |
Optional name for the 2D render layer 8.
String layer_names/2d_render/layer_9
| Default | "" |
Optional name for the 2D render layer 9.
String layer_names/3d_physics/layer_1
| Default | "" |
Optional name for the 3D physics layer 1.
String layer_names/3d_physics/layer_10
| Default | "" |
Optional name for the 3D physics layer 10.
String layer_names/3d_physics/layer_11
| Default | "" |
Optional name for the 3D physics layer 11.
String layer_names/3d_physics/layer_12
| Default | "" |
Optional name for the 3D physics layer 12.
String layer_names/3d_physics/layer_13
| Default | "" |
Optional name for the 3D physics layer 13.
String layer_names/3d_physics/layer_14
| Default | "" |
Optional name for the 3D physics layer 14.
String layer_names/3d_physics/layer_15
| Default | "" |
Optional name for the 3D physics layer 15.
String layer_names/3d_physics/layer_16
| Default | "" |
Optional name for the 3D physics layer 16.
String layer_names/3d_physics/layer_17
| Default | "" |
Optional name for the 3D physics layer 17.
String layer_names/3d_physics/layer_18
| Default | "" |
Optional name for the 3D physics layer 18.
String layer_names/3d_physics/layer_19
| Default | "" |
Optional name for the 3D physics layer 19.
String layer_names/3d_physics/layer_2
| Default | "" |
Optional name for the 3D physics layer 2.
String layer_names/3d_physics/layer_20
| Default | "" |
Optional name for the 3D physics layer 20.
String layer_names/3d_physics/layer_3
| Default | "" |
Optional name for the 3D physics layer 3.
String layer_names/3d_physics/layer_4
| Default | "" |
Optional name for the 3D physics layer 4.
String layer_names/3d_physics/layer_5
| Default | "" |
Optional name for the 3D physics layer 5.
String layer_names/3d_physics/layer_6
| Default | "" |
Optional name for the 3D physics layer 6.
String layer_names/3d_physics/layer_7
| Default | "" |
Optional name for the 3D physics layer 7.
String layer_names/3d_physics/layer_8
| Default | "" |
Optional name for the 3D physics layer 8.
String layer_names/3d_physics/layer_9
| Default | "" |
Optional name for the 3D physics layer 9.
String layer_names/3d_render/layer_1
| Default | "" |
Optional name for the 3D render layer 1.
String layer_names/3d_render/layer_10
| Default | "" |
Optional name for the 3D render layer 10.
String layer_names/3d_render/layer_11
| Default | "" |
Optional name for the 3D render layer 11.
String layer_names/3d_render/layer_12
| Default | "" |
Optional name for the 3D render layer 12.
String layer_names/3d_render/layer_13
| Default | "" |
Optional name for the 3D render layer 13.
String layer_names/3d_render/layer_14
| Default | "" |
Optional name for the 3D render layer 14
String layer_names/3d_render/layer_15
| Default | "" |
Optional name for the 3D render layer 15.
String layer_names/3d_render/layer_16
| Default | "" |
Optional name for the 3D render layer 16.
String layer_names/3d_render/layer_17
| Default | "" |
Optional name for the 3D render layer 17.
String layer_names/3d_render/layer_18
| Default | "" |
Optional name for the 3D render layer 18.
String layer_names/3d_render/layer_19
| Default | "" |
Optional name for the 3D render layer 19.
String layer_names/3d_render/layer_2
| Default | "" |
Optional name for the 3D render layer 2.
String layer_names/3d_render/layer_20
| Default | "" |
Optional name for the 3D render layer 20.
String layer_names/3d_render/layer_3
| Default | "" |
Optional name for the 3D render layer 3.
String layer_names/3d_render/layer_4
| Default | "" |
Optional name for the 3D render layer 4.
String layer_names/3d_render/layer_5
| Default | "" |
Optional name for the 3D render layer 5.
String layer_names/3d_render/layer_6
| Default | "" |
Optional name for the 3D render layer 6.
String layer_names/3d_render/layer_7
| Default | "" |
Optional name for the 3D render layer 7.
String layer_names/3d_render/layer_8
| Default | "" |
Optional name for the 3D render layer 8.
String layer_names/3d_render/layer_9
| Default | "" |
Optional name for the 3D render layer 9.
String locale/fallback
| Default | "en" |
The locale to fall back to if a translation isn't available in a given language. If left empty, en (English) will be used.
String locale/test
| Default | "" |
If non-empty, this locale will be used when running the project from the editor.
bool logging/file_logging/enable_file_logging
| Default | false |
If true, logs all output to files.
bool logging/file_logging/enable_file_logging.pc
| Default | true |
String logging/file_logging/log_path
| Default | "user://logs/godot.log" |
Path to logs within the project. Using an user:// path is recommended.
int logging/file_logging/max_log_files
| Default | 5 |
Specifies the maximum amount of log files allowed (used for rotation).
int memory/limits/message_queue/max_size_kb
| Default | 1024 |
Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.
int memory/limits/multithreaded_server/rid_pool_prealloc
| Default | 60 |
This is used by servers when used in multi-threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number.
int network/limits/debugger_stdout/max_chars_per_second
| Default | 2048 |
Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
int network/limits/debugger_stdout/max_errors_per_second
| Default | 100 |
Maximum number of errors allowed to be sent as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
int network/limits/debugger_stdout/max_messages_per_frame
| Default | 10 |
Maximum amount of messages allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
int network/limits/debugger_stdout/max_warnings_per_second
| Default | 100 |
Maximum number of warnings allowed to be sent as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
int network/limits/packet_peer_stream/max_buffer_po2
| Default | 16 |
Default size of packet peer stream for deserializing Godot data. Over this size, data is dropped.
int network/limits/tcp/connect_timeout_seconds
| Default | 30 |
Timeout (in seconds) for connection attempts using TCP.
int network/limits/webrtc/max_channel_in_buffer_kb
| Default | 64 |
Maximum size (in kiB) for the WebRTCDataChannel input buffer.
int network/limits/websocket_client/max_in_buffer_kb
| Default | 64 |
Maximum size (in kiB) for the WebSocketClient input buffer.
int network/limits/websocket_client/max_in_packets
| Default | 1024 |
Maximum number of concurrent input packets for WebSocketClient.
int network/limits/websocket_client/max_out_buffer_kb
| Default | 64 |
Maximum size (in kiB) for the WebSocketClient output buffer.
int network/limits/websocket_client/max_out_packets
| Default | 1024 |
Maximum number of concurrent output packets for WebSocketClient.
int network/limits/websocket_server/max_in_buffer_kb
| Default | 64 |
Maximum size (in kiB) for the WebSocketServer input buffer.
int network/limits/websocket_server/max_in_packets
| Default | 1024 |
Maximum number of concurrent input packets for WebSocketServer.
int network/limits/websocket_server/max_out_buffer_kb
| Default | 64 |
Maximum size (in kiB) for the WebSocketServer output buffer.
int network/limits/websocket_server/max_out_packets
| Default | 1024 |
Maximum number of concurrent output packets for WebSocketServer.
int network/remote_fs/page_read_ahead
| Default | 4 |
Amount of read ahead used by remote filesystem. Higher values decrease the effects of latency at the cost of higher bandwidth usage.
int network/remote_fs/page_size
| Default | 65536 |
Page size used by remote filesystem (in bytes).
String network/ssl/certificates
| Default | "" |
The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will override Godot's default Mozilla certificate bundle. If left empty, the default certificate bundle will be used.
If in doubt, leave this setting empty.
int node/name_casing
| Default | 0 |
When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.
int node/name_num_separator
| Default | 0 |
What to use to separate node name from number. This is mostly an editor setting.
int physics/2d/bp_hash_table_size
| Default | 4096 |
Size of the hash table used for the broad-phase 2D hash grid algorithm.
int physics/2d/cell_size
| Default | 128 |
Cell size used for the broad-phase 2D hash grid algorithm (in pixels).
float physics/2d/default_angular_damp
| Default | 1.0 |
The default angular damp in 2D.
int physics/2d/default_gravity
| Default | 98 |
The default gravity strength in 2D.
Note: This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
# Set the default gravity strength to 98.
Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY, 98)
Vector2 physics/2d/default_gravity_vector
| Default | Vector2( 0, 1 ) |
The default gravity direction in 2D.
Note: This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
# Set the default gravity direction to `Vector2(0, 1)`.
Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))
float physics/2d/default_linear_damp
| Default | 0.1 |
The default linear damp in 2D.
int physics/2d/large_object_surface_threshold_in_cells
| Default | 512 |
Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm.
String physics/2d/physics_engine
| Default | "DEFAULT" |
Sets which physics engine to use for 2D physics.
"DEFAULT" and "GodotPhysics" are the same, as there is currently no alternative 2D physics server implemented.
float physics/2d/sleep_threshold_angular
| Default | 0.139626 |
Threshold angular velocity under which a 2D physics body will be considered inactive. See Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD.
float physics/2d/sleep_threshold_linear
| Default | 2.0 |
Threshold linear velocity under which a 2D physics body will be considered inactive. See Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD.
int physics/2d/thread_model
| Default | 1 |
Sets whether physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
Warning: As of Godot 3.2, there are mixed reports about the use of a Multi-Threaded thread model for physics. Be sure to assess whether it does give you extra performance and no regressions when using it.
float physics/2d/time_before_sleep
| Default | 0.5 |
Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP.
bool physics/3d/active_soft_world
| Default | true |
Sets whether the 3D physics world will be created with support for SoftBody physics. Only applies to the Bullet physics engine.
float physics/3d/default_angular_damp
| Default | 0.1 |
The default angular damp in 3D.
float physics/3d/default_gravity
| Default | 9.8 |
The default gravity strength in 3D.
Note: This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
# Set the default gravity strength to 9.8.
PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, 9.8)
Vector3 physics/3d/default_gravity_vector
| Default | Vector3( 0, -1, 0 ) |
The default gravity direction in 3D.
Note: This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
# Set the default gravity direction to `Vector3(0, -1, 0)`.
PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))
float physics/3d/default_linear_damp
| Default | 0.1 |
The default linear damp in 3D.
String physics/3d/physics_engine
| Default | "DEFAULT" |
Sets which physics engine to use for 3D physics.
"DEFAULT" is currently the Bullet physics engine. The "GodotPhysics" engine is still supported as an alternative.
bool physics/common/enable_object_picking
| Default | true |
Enables Viewport.physics_object_picking on the root viewport.
int physics/common/physics_fps
| Default | 60 |
The number of fixed iterations per second. This controls how often physics simulation and Node._physics_process methods are run.
Note: This property is only read when the project starts. To change the physics FPS at runtime, set Engine.iterations_per_second instead.
float physics/common/physics_jitter_fix
| Default | 0.5 |
Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
Note: This property is only read when the project starts. To change the physics FPS at runtime, set Engine.physics_jitter_fix instead.
bool rendering/batching/debug/diagnose_frame
| Default | false |
When batching is on, this regularly prints a frame diagnosis log. Note that this will degrade performance.
bool rendering/batching/debug/flash_batching
| Default | false |
Experimental For regression testing against the old renderer. If this is switched on, and use_batching is set, the renderer will swap alternately between using the old renderer, and the batched renderer, on each frame. This makes it easy to identify visual differences. Performance will be degraded.
int rendering/batching/lights/max_join_items
| Default | 32 |
Lights have the potential to prevent joining items, and break many of the performance benefits of batching. This setting enables some complex logic to allow joining items if their lighting is similar, and overlap tests pass. This can significantly improve performance in some games. Set to 0 to switch off. With large values the cost of overlap tests may lead to diminishing returns.
float rendering/batching/lights/scissor_area_threshold
| Default | 1.0 |
Sets the proportion of the total screen area (in pixels) that must be saved by a scissor operation in order to activate light scissoring. This can prevent parts of items being rendered outside the light area. Lower values scissor more aggressively. A value of 1 scissors none of the items, a value of 0 scissors every item. The power of 4 of the value is used, in order to emphasize the lower range, and multiplied by the total screen area in pixels to give the threshold. This can reduce fill rate requirements in scenes with a lot of lighting.
bool rendering/batching/options/single_rect_fallback
| Default | false |
Enabling this setting uses the legacy method to draw batches containing only one rect. The legacy method is faster (approx twice as fast), but can cause flicker on some systems. In order to directly compare performance with the non-batching renderer you can set this to true, but it is recommended to turn this off unless you can guarantee your target hardware will work with this method.
bool rendering/batching/options/use_batching
| Default | true |
Turns batching on and off. Batching increases performance by reducing the amount of graphics API drawcalls.
Note: Currently only effective when using the GLES2 renderer.
bool rendering/batching/options/use_batching_in_editor
| Default | true |
Switches on batching within the editor.
Note: Currently only effective when using the GLES2 renderer.
int rendering/batching/parameters/batch_buffer_size
| Default | 16384 |
Size of buffer reserved for batched vertices. Larger size enables larger batches, but there are diminishing returns for the memory used. This should only have a minor effect on performance.
float rendering/batching/parameters/colored_vertex_format_threshold
| Default | 0.25 |
Including color in the vertex format has a cost, however, not including color prevents batching across color changes. This threshold determines the ratio of number of vertex color changes / total number of vertices above which vertices will be translated to colored format. A value of 0 will always use colored vertices, 1 will never use colored vertices.
int rendering/batching/parameters/item_reordering_lookahead
| Default | 4 |
In certain circumstances, the batcher can reorder items in order to better join them. This may result in better performance. An overlap test is needed however for each item lookahead, so there is a trade off, with diminishing returns. If you are getting no benefit, setting this to 0 will switch it off.
int rendering/batching/parameters/max_join_item_commands
| Default | 16 |
Sets the number of commands to lookahead to determine whether to batch render items. A value of 1 can join items consisting of single commands, 0 turns off joining. Higher values are in theory more likely to join, however this has diminishing returns and has a runtime cost so a small value is recommended.
bool rendering/batching/precision/uv_contract
| Default | false |
On some platforms (especially mobile), precision issues in shaders can lead to reading 1 texel outside of bounds, particularly where rects are scaled. This can particularly lead to border artifacts around tiles in tilemaps.
This adjustment corrects for this by making a small contraction to the UV coordinates used. Note that this can result in a slight squashing of border texels.
int rendering/batching/precision/uv_contract_amount
| Default | 100 |
The amount of UV contraction. This figure is divided by 1000000, and is a proportion of the total texture dimensions, where the width and height are both ranged from 0.0 to 1.0.
Use the default unless correcting for a problem on particular hardware.
Color rendering/environment/default_clear_color
| Default | Color( 0.3, 0.3, 0.3, 1 ) |
Default background clear color. Overridable per Viewport using its Environment. See Environment.background_mode and Environment.background_color in particular. To change this default color programmatically, use VisualServer.set_default_clear_color.
String rendering/environment/default_environment
| Default | "" |
Environment that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete default_env.tres, or to specify a different default environment here.
bool rendering/gles2/compatibility/disable_half_float
| Default | false |
The use of half-float vertex compression may be producing rendering errors on some platforms (especially iOS). These have been seen particularly in particles. Disabling half-float may resolve these problems.
bool rendering/gles2/compatibility/enable_high_float.Android
| Default | false |
If true and available on the target device, enables high floating point precision for all shader computations in GLES2.
Warning: High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution.
int rendering/limits/buffers/blend_shape_max_buffer_size_kb
| Default | 4096 |
Max buffer size for blend shapes. Any blend shape bigger than this will not work.
int rendering/limits/buffers/canvas_polygon_buffer_size_kb
| Default | 128 |
Max buffer size for drawing polygons. Any polygon bigger than this will not work.
int rendering/limits/buffers/canvas_polygon_index_buffer_size_kb
| Default | 128 |
Max index buffer size for drawing polygons. Any polygon bigger than this will not work.
int rendering/limits/buffers/immediate_buffer_size_kb
| Default | 2048 |
Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.
int rendering/limits/rendering/max_renderable_elements
| Default | 65536 |
Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves.
int rendering/limits/rendering/max_renderable_lights
| Default | 4096 |
Max number of lights renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.
int rendering/limits/rendering/max_renderable_reflections
| Default | 1024 |
Max number of reflection probes renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.
float rendering/limits/time/time_rollover_secs
| Default | 3600 |
Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
bool rendering/quality/2d/use_nvidia_rect_flicker_workaround
| Default | false |
Some NVIDIA GPU drivers have a bug which produces flickering issues for the draw_rect method, especially as used in TileMap. Refer to GitHub issue 9913 for details.
If true, this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 rendering, but only on desktop platforms.
bool rendering/quality/2d/use_pixel_snap
| Default | false |
If true, forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.
Consider using the project setting rendering/batching/precision/uv_contract to prevent artifacts.
bool rendering/quality/depth/hdr
| Default | true |
If true, allocates the main framebuffer with high dynamic range. High dynamic range allows the use of Color values greater than 1.
Note: Only available on the GLES3 backend.
bool rendering/quality/depth/hdr.mobile
| Default | false |
Lower-end override for rendering/quality/depth/hdr on mobile devices, due to performance concerns or driver support.
String rendering/quality/depth_prepass/disable_for_vendors
| Default | "PowerVR,Mali,Adreno,Apple" |
Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this.
bool rendering/quality/depth_prepass/enable
| Default | true |
If true, performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
int rendering/quality/directional_shadow/size
| Default | 4096 |
The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2.
int rendering/quality/directional_shadow/size.mobile
| Default | 2048 |
Lower-end override for rendering/quality/directional_shadow/size on mobile devices, due to performance concerns or driver support.
String rendering/quality/driver/driver_name
| Default | "GLES3" |
The video driver to use ("GLES2" or "GLES3").
Note: The backend in use can be overridden at runtime via the --video-driver command line argument, or by the rendering/quality/driver/fallback_to_gles2 option if the target system does not support GLES3 and falls back to GLES2. In such cases, this property is not updated, so use OS.get_current_video_driver to query it at run-time.
bool rendering/quality/driver/fallback_to_gles2
| Default | false |
If true, allows falling back to the GLES2 driver if the GLES3 driver is not supported.
Note: The two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack's size.
int rendering/quality/filters/anisotropic_filter_level
| Default | 4 |
Maximum anisotropic filter level used for textures with anisotropy enabled. Higher values will result in sharper textures when viewed from oblique angles, at the cost of performance. Only power-of-two values are valid (2, 4, 8, 16).
int rendering/quality/filters/msaa
| Default | 0 |
Sets the number of MSAA samples to use. MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware.
Note: MSAA is not available on HTML5 export using the GLES2 backend.
bool rendering/quality/filters/use_nearest_mipmap_filter
| Default | false |
If true, uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If false, linear mipmap filtering (also called "trilinear filtering") is used.
int rendering/quality/intended_usage/framebuffer_allocation
| Default | 2 |
Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means SCREEN_TEXTURE and DEPTH_TEXTURE will not be available in shaders and post-processing effects will not be available in the Environment.
int rendering/quality/intended_usage/framebuffer_allocation.mobile
| Default | 3 |
Lower-end override for rendering/quality/intended_usage/framebuffer_allocation on mobile devices, due to performance concerns or driver support.
int rendering/quality/reflections/atlas_size
| Default | 2048 |
Size of the atlas used by reflection probes. A larger size can result in higher visual quality, while a smaller size will be faster and take up less memory.
int rendering/quality/reflections/atlas_subdiv
| Default | 8 |
Number of subdivisions to use for the reflection atlas. A higher number lowers the quality of each atlas, but allows you to use more.
bool rendering/quality/reflections/high_quality_ggx
| Default | true |
If true, uses a high amount of samples to create blurred variants of reflection probes and panorama backgrounds (sky). Those blurred variants are used by rough materials.
bool rendering/quality/reflections/high_quality_ggx.mobile
| Default | false |
Lower-end override for rendering/quality/reflections/high_quality_ggx on mobile devices, due to performance concerns or driver support.
int rendering/quality/reflections/irradiance_max_size
| Default | 128 |
Limits the size of the irradiance map which is normally determined by Sky.radiance_size. A higher size results in a higher quality irradiance map similarly to rendering/quality/reflections/high_quality_ggx. Use a higher value when using high-frequency HDRI maps, otherwise keep this as low as possible.
Note: Low and mid range hardware do not support complex irradiance maps well and may crash if this is set too high.
bool rendering/quality/reflections/texture_array_reflections
| Default | true |
If true, uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise on reflections, but costs more performance and memory.
bool rendering/quality/reflections/texture_array_reflections.mobile
| Default | false |
Lower-end override for rendering/quality/reflections/texture_array_reflections on mobile devices, due to performance concerns or driver support.
bool rendering/quality/shading/force_blinn_over_ggx
| Default | false |
If true, uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.
bool rendering/quality/shading/force_blinn_over_ggx.mobile
| Default | true |
Lower-end override for rendering/quality/shading/force_blinn_over_ggx on mobile devices, due to performance concerns or driver support.
bool rendering/quality/shading/force_lambert_over_burley
| Default | false |
If true, uses faster but lower-quality Lambert material lighting model instead of Burley.
bool rendering/quality/shading/force_lambert_over_burley.mobile
| Default | true |
Lower-end override for rendering/quality/shading/force_lambert_over_burley on mobile devices, due to performance concerns or driver support.
bool rendering/quality/shading/force_vertex_shading
| Default | false |
If true, forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
bool rendering/quality/shading/force_vertex_shading.mobile
| Default | true |
Lower-end override for rendering/quality/shading/force_vertex_shading on mobile devices, due to performance concerns or driver support.
int rendering/quality/shadow_atlas/quadrant_0_subdiv
| Default | 1 |
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
int rendering/quality/shadow_atlas/quadrant_1_subdiv
| Default | 2 |
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
int rendering/quality/shadow_atlas/quadrant_2_subdiv
| Default | 3 |
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
int rendering/quality/shadow_atlas/quadrant_3_subdiv
| Default | 4 |
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
int rendering/quality/shadow_atlas/size
| Default | 4096 |
Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
int rendering/quality/shadow_atlas/size.mobile
| Default | 2048 |
Lower-end override for rendering/quality/shadow_atlas/size on mobile devices, due to performance concerns or driver support.
int rendering/quality/shadows/filter_mode
| Default | 1 |
Shadow filter mode. Higher-quality settings result in smoother shadows that flicker less when moving. "Disabled" is the fastest option, but also has the lowest quality. "PCF5" is smoother but is also slower. "PCF13" is the smoothest option, but is also the slowest.
int rendering/quality/shadows/filter_mode.mobile
| Default | 0 |
Lower-end override for rendering/quality/shadows/filter_mode on mobile devices, due to performance concerns or driver support.
bool rendering/quality/subsurface_scattering/follow_surface
| Default | false |
Improves quality of subsurface scattering, but cost significantly increases.
int rendering/quality/subsurface_scattering/quality
| Default | 1 |
Quality setting for subsurface scattering (samples taken).
int rendering/quality/subsurface_scattering/scale
| Default | 1.0 |
Max radius used for subsurface scattering samples.
bool rendering/quality/subsurface_scattering/weight_samples
| Default | true |
Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.
bool rendering/quality/voxel_cone_tracing/high_quality
| Default | false |
Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU.
int rendering/threads/thread_model
| Default | 1 |
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
bool rendering/vram_compression/import_bptc
| Default | false |
If true, the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the GLES3 renderer.
bool rendering/vram_compression/import_etc
| Default | false |
If true, the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures.
bool rendering/vram_compression/import_etc2
| Default | true |
If true, the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the GLES3 renderer.
bool rendering/vram_compression/import_pvrtc
| Default | false |
If true, the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS.
bool rendering/vram_compression/import_s3tc
| Default | true |
If true, the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
int world/2d/cell_size
| Default | 100 |
Cell size used for the 2D hash grid that VisibilityNotifier2D uses (in pixels).
Method Descriptions
void add_property_info ( Dictionary hint )
Adds a custom property info to a property. The dictionary must contain:
name: String (the property's name)type: int (see Variant.Type)- optionally
hint: int (see PropertyHint) andhint_string: String
Example:
ProjectSettings.set("category/property_name", 0)
var property_info = {
"name": "category/property_name",
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "one,two,three"
}
ProjectSettings.add_property_info(property_info)
void clear ( String name )
Clears the whole configuration (not recommended, may break things).
int get_order ( String name ) const
Returns the order of a configuration value (influences when saved to the config file).
Variant get_setting ( String name ) const
Returns the value of a setting.
Example:
print(ProjectSettings.get_setting("application/config/name"))
String globalize_path ( String path ) const
Converts a localized path (res://) to a full native OS path.
bool has_setting ( String name ) const
Returns true if a configuration value is present.
bool load_resource_pack ( String pack, bool replace_files=true )
Loads the contents of the .pck or .zip file specified by pack into the resource filesystem (res://). Returns true on success.
Note: If a file from pack shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from pack unless replace_files is set to false.
String localize_path ( String path ) const
Convert a path to a localized path (res:// path).
bool property_can_revert ( String name )
Returns true if the specified property exists and its initial value differs from the current value.
Variant property_get_revert ( String name )
Returns the specified property's initial value. Returns null if the property does not exist.
Error save ( )
Saves the configuration to the project.godot file.
Error save_custom ( String file )
Saves the configuration to a custom file. The file extension must be .godot (to save in text-based ConfigFile format) or .binary (to save in binary format).
void set_initial_value ( String name, Variant value )
Sets the specified property's initial value. This is the value the property reverts to.
void set_order ( String name, int position )
Sets the order of a configuration value (influences when saved to the config file).
void set_setting ( String name, Variant value )
Sets the value of a setting.
Example:
ProjectSettings.set_setting("application/config/name", "Example")
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_projectsettings.html