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.
Feature tags: Project settings can be overridden for specific platforms and configurations (debug, release, ...) using feature tags.
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. Overriding will still take the base project settings' feature tags in account. Therefore, make sure to also override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.
Tutorials¶
Properties¶
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input_devices/pointing/android/enable_long_press_as_right_click |
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input_devices/pointing/android/enable_pan_and_scale_gestures |
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rendering/batching/parameters/colored_vertex_format_threshold |
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rendering/limits/buffers/canvas_polygon_index_buffer_size_kb |
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rendering/quality/intended_usage/framebuffer_allocation.mobile |
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rendering/quality/reflections/texture_array_reflections.mobile |
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Methods¶
void |
add_property_info ( Dictionary hint ) |
void |
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get_setting ( String name ) const |
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globalize_path ( String path ) const |
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has_setting ( String name ) const |
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load_resource_pack ( String pack, bool replace_files=true, int offset=0 ) |
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localize_path ( String path ) const |
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property_can_revert ( String name ) |
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property_get_revert ( String name ) |
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save ( ) |
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save_custom ( String file ) |
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void |
set_initial_value ( String name, Variant value ) |
void |
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void |
set_setting ( String name, Variant value ) |
Signals¶
project_settings_changed ( )
Objects can use this signal to restrict reading of settings only to situations where a change has been made.
Property Descriptions¶
String android/modules = ""
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 = Color( 0.14, 0.14, 0.14, 1 )
Background color for the boot splash.
bool application/boot_splash/fullsize = true
If true
, scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If false
, the engine will leave it at the default pixel size.
String application/boot_splash/image = ""
Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead.
Note: Only effective if application/boot_splash/show_image is true
.
int application/boot_splash/minimum_display_time = 0
Minimum boot splash display time (in milliseconds). It is not recommended to set too high values for this setting.
bool application/boot_splash/show_image = true
If true
, displays the image specified in application/boot_splash/image when the engine starts. If false
, only displays the plain color specified in application/boot_splash/bg_color.
bool application/boot_splash/use_filter = 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 = ""
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 = ""
The project's description, displayed as a tooltip in the Project Manager when hovering the project.
String application/config/icon = ""
Icon used for the project, set when project loads. Exporters will also use this icon when possible.
String application/config/macos_native_icon = ""
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 = ""
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 = ""
Specifies a file to override project settings. For example: user://custom_settings.cfg
. See "Overriding" in the ProjectSettings class description at the top for more information.
Note: Regardless of this setting's value, res://override.cfg
will still be read to override the project settings.
bool application/config/use_custom_user_dir = 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)
.
If true
, the project will use a hidden directory (.import
) for storing project-specific data (metadata, shader cache, etc.).
If false
, a non-hidden directory (import
) will be used instead.
Note: Restart the application after changing this setting.
Note: Changing this value can help on platforms or with third-party tools where hidden directory patterns are disallowed. Only modify this setting if you know that your environment requires it, as changing the default can impact compatibility with some external tools or plugins which expect the default .import
folder.
String application/config/windows_native_icon = ""
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/delta_smoothing = true
Time samples for frame deltas are subject to random variation introduced by the platform, even when frames are displayed at regular intervals thanks to V-Sync. This can lead to jitter. Delta smoothing can often give a better result by filtering the input deltas to correct for minor fluctuations from the refresh rate.
Note: Delta smoothing is only attempted when display/window/vsync/use_vsync is switched on, as it does not work well without V-Sync.
It may take several seconds at a stable frame rate before the smoothing is initially activated. It will only be active on machines where performance is adequate to render frames at the refresh rate.
bool application/run/delta_sync_after_draw = false
Experimental. Shifts the measurement of delta time for each frame to just after the drawing has taken place. This may lead to more consistent deltas and a reduction in frame stutters.
bool application/run/disable_stderr = false
If true
, disables printing to standard error. If true
, this also hides error and warning messages printed by @GDScript.push_error and @GDScript.push_warning. See also application/run/disable_stdout.
Changes to this setting will only be applied upon restarting the application.
bool application/run/disable_stdout = false
If true
, disables printing to standard output. This is equivalent to starting the editor or project with the --quiet
command line argument. See also application/run/disable_stderr.
Changes to this setting will only be applied upon restarting the application.
bool application/run/flush_stdout_on_print = false
If true
, flushes the standard output stream every time a line is printed. This affects both terminal logging and file logging.
When running a project, this setting must be enabled if you want logs to be collected by service managers such as systemd/journalctl. This setting is disabled by default on release builds, since flushing on every printed line will negatively affect performance if lots of lines are printed in a rapid succession. Also, if this setting is enabled, logged files will still be written successfully if the application crashes or is otherwise killed by the user (without being closed "normally").
Note: Regardless of this setting, the standard error stream (stderr
) is always flushed when a line is printed to it.
Changes to this setting will only be applied upon restarting the application.
bool application/run/flush_stdout_on_print.debug = true
Debug build override for application/run/flush_stdout_on_print, as performance is less important during debugging.
Changes to this setting will only be applied upon restarting the application.
int application/run/frame_delay_msec = 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 = 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 = 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 = ""
Path to the main scene file that will be loaded when the project runs.
float audio/2d_panning_strength = 1.0
The base strength of the panning effect for all AudioStreamPlayer2D nodes. The panning strength can be further scaled on each Node using AudioStreamPlayer2D.panning_strength.
float audio/3d_panning_strength = 1.0
The base strength of the panning effect for all AudioStreamPlayer3D nodes. The panning strength can be further scaled on each Node using AudioStreamPlayer3D.panning_strength.
float audio/channel_disable_threshold_db = -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 = 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 = "res://default_bus_layout.tres"
Default AudioBusLayout resource file to use in the project, unless overridden by the scene.
String audio/driver
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 = false
If true
, microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
Note: If the operating system blocks access to audio input devices (due to the user's privacy settings), audio capture will only return silence. On Windows 10 and later, make sure that apps are allowed to access the microphone in the OS' privacy settings.
bool audio/general/ios/mix_with_others = false
Sets the mixWithOthers option for the AVAudioSession on iOS. This will override the mix behavior, if the category is set to Play and Record
, Playback
, or Multi Route
.
Ambient
always has this set per default.
int audio/general/ios/session_category = 0
Sets the AVAudioSessionCategory on iOS. Use the Playback
category to get sound output, even if the phone is in silent mode.
bool audio/general/text_to_speech = false
If true
, text-to-speech support is enabled, see OS.tts_get_voices and OS.tts_speak.
Note: Enabling TTS can cause addition idle CPU usage and interfere with the sleep mode, so consider disabling it if TTS is not used.
int audio/mix_rate = 44100
The mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system.
int audio/mix_rate.web = 0
Safer override for audio/mix_rate in the Web platform. Here 0
means "let the browser choose" (since some browsers do not like forcing the mix rate).
int audio/output_latency = 15
Specifies the preferred 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.
Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use AudioServer.get_output_latency to determine the actual audio output latency.
Note: This setting is ignored on Windows.
int audio/output_latency.web = 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 = 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 = -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 = -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 = 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 = false
Enables long-distance matching in Zstandard.
int compression/formats/zstd/window_log_size = 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 = 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 = true
If true
, enables warnings when a constant is used as a function.
bool debug/gdscript/warnings/deprecated_keyword = true
If true
, enables warnings when deprecated keywords such as slave
are used.
bool debug/gdscript/warnings/enable = true
If true
, enables specific GDScript warnings (see debug/gdscript/warnings/*
settings). If false
, disables all GDScript warnings.
bool debug/gdscript/warnings/exclude_addons = true
If true
, scripts in the res://addons
folder will not generate warnings.
bool debug/gdscript/warnings/export_hint_type_mistmatch = true
If true
, enables warnings when the type of the default value set to an exported variable is different than the specified export type.
bool debug/gdscript/warnings/function_conflicts_constant = true
If true
, enables warnings when a function is declared with the same name as a constant.
bool debug/gdscript/warnings/function_conflicts_variable = 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 = 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 = true
If true
, enables warnings when using a function as if it was a property.
bool debug/gdscript/warnings/incompatible_ternary = true
If true
, enables warnings when a ternary operator may emit values with incompatible types.
bool debug/gdscript/warnings/integer_division = true
If true
, enables warnings when dividing an integer by another integer (the decimal part will be discarded).
bool debug/gdscript/warnings/narrowing_conversion = 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 = true
If true
, enables warnings when using a property as if it was a function.
bool debug/gdscript/warnings/return_value_discarded = false
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 = 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 = 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 = 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 = false
If true
, all warnings will be reported as if they were errors.
bool debug/gdscript/warnings/unassigned_variable = true
If true
, enables warnings when using a variable that wasn't previously assigned.
bool debug/gdscript/warnings/unassigned_variable_op_assign = 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 = 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 = 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 = false
If true
, enables warnings when performing an unsafe cast.
bool debug/gdscript/warnings/unsafe_method_access = 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 = 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 = true
If true
, enables warnings when a function parameter is unused.
bool debug/gdscript/warnings/unused_class_variable = false
If true
, enables warnings when a member variable is unused.
bool debug/gdscript/warnings/unused_signal = true
If true
, enables warnings when a signal is unused.
bool debug/gdscript/warnings/unused_variable = true
If true
, enables warnings when a local variable is unused.
bool debug/gdscript/warnings/variable_conflicts_function = 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 = true
If true
, enables warnings when assigning the result of a function that returns void
to a variable.
String debug/settings/crash_handler/message = "Please include this when reporting the bug to the project developer."
Message to be displayed before the backtrace when the engine crashes. By default, this message is only used in exported projects due to the editor-only override applied to this setting.
String debug/settings/crash_handler/message.editor = "Please include this when reporting the bug on: https://github.com/godotengine/godot/issues"
Editor-only override for debug/settings/crash_handler/message. Does not affect exported projects in debug or release mode.
int debug/settings/fps/force_fps = 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. See also physics/common/physics_fps.
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.
Note: This property is only read when the project starts. To change the rendering FPS cap at runtime, set Engine.target_fps instead.
int debug/settings/gdscript/max_call_stack = 1024
Maximum call stack allowed for debugging GDScript.
bool debug/settings/physics_interpolation/enable_warnings = true
If true
, enables warnings which can help pinpoint where nodes are being incorrectly updated, which will result in incorrect interpolation and visual glitches.
When a node is being interpolated, it is essential that the transform is set during Node._physics_process (during a physics tick) rather than Node._process (during a frame).
int debug/settings/profiler/max_functions = 16384
Maximum amount of functions per frame allowed when profiling.
bool debug/settings/stdout/print_fps = false
Print frames per second to standard output every second.
bool debug/settings/stdout/verbose_stdout = 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 = 1024
Maximum call stack in visual scripting, to avoid infinite recursion.
Color debug/shapes/collision/contact_color = 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.
bool debug/shapes/collision/draw_2d_outlines = true
Sets whether 2D physics will display collision outlines in game when "Visible Collision Shapes" is enabled in the Debug menu.
int debug/shapes/collision/max_contacts_displayed = 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 = Color( 0, 0.6, 0.7, 0.42 )
Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
Color of the disabled navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
String display/mouse_cursor/custom_image = ""
Custom image for the mouse cursor (limited to 256×256).
Vector2 display/mouse_cursor/custom_image_hotspot = Vector2( 0, 0 )
Hotspot for the custom mouse cursor image.
Vector2 display/mouse_cursor/tooltip_position_offset = Vector2( 10, 10 )
Position offset for tooltips, relative to the mouse cursor's hotspot.
bool display/window/dpi/allow_hidpi = false
If true
, allows HiDPI display on Windows, macOS, and the HTML5 platform. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
bool display/window/energy_saving/keep_screen_on = 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 = "landscape"
The default screen orientation to use on mobile devices.
Note: When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set display/window/size/width and display/window/size/height accordingly.
bool display/window/ios/allow_high_refresh_rate = true
If true
, iOS devices that support high refresh rate/"ProMotion" will be allowed to render at up to 120 frames per second.
bool display/window/ios/hide_home_indicator = true
If true
, the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
bool display/window/ios/hide_status_bar = true
If true
, the status bar is hidden while the app is running.
bool display/window/ios/suppress_ui_gesture = true
If true
, it will require two swipes to access iOS UI that uses gestures.
Note: This setting has no effect on the home indicator if hide_home_indicator
is true
.
bool display/window/per_pixel_transparency/allowed = false
If true
, allows per-pixel transparency for the window background. This affects performance, so leave it on false
unless you need it. See also display/window/per_pixel_transparency/enabled and rendering/viewport/transparent_background.
Note: Enabling display/window/per_pixel_transparency/allowed does not make the background actually transparent. For the background to be transparent, the root viewport must also be made transparent by enabling rendering/viewport/transparent_background. display/window/per_pixel_transparency/enabled must also be enabled.
See OS.window_per_pixel_transparency_enabled for more details.
Note: This feature is implemented on HTML5, Linux, macOS, Windows, and Android.
bool display/window/per_pixel_transparency/enabled = false
Sets the window background to transparent when it starts.
See OS.window_per_pixel_transparency_enabled for more details.
Note: Enabling display/window/per_pixel_transparency/enabled does not make the background actually transparent. For the background to be transparent, the root viewport must also be made transparent by enabling rendering/viewport/transparent_background. display/window/per_pixel_transparency/allowed must also be enabled.
Note: This feature is implemented on HTML5, Linux, macOS, Windows, and Android.
bool display/window/size/always_on_top = false
Forces the main window to be always on top.
Note: This setting is ignored on iOS, Android, and HTML5.
bool display/window/size/borderless = false
Forces the main window to be borderless.
Note: This setting is ignored on iOS, Android, and HTML5.
bool display/window/size/fullscreen = false
Sets the main window to full screen when the project starts. Note that this is not exclusive fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports multiple resolutions when enabling fullscreen mode.
Note: This setting is ignored on iOS, Android, and HTML5.
int display/window/size/height = 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 = true
Allows the window to be resizable by default.
Note: This setting is ignored on iOS.
int display/window/size/test_height = 0
If greater than zero, overrides the window height when running the game. Useful for testing stretch modes.
int display/window/size/test_width = 0
If greater than zero, overrides the window width when running the game. Useful for testing stretch modes.
int display/window/size/width = 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
Specifies the tablet driver to use. If left empty, the default driver will be used.
bool display/window/vsync/use_vsync = 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 = 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/main_run_args = ""
The command-line arguments to append to Godot's own command line when running the project. This doesn't affect the editor itself.
It is possible to make another executable run Godot by using the %command%
placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed before the placeholder, whereas Godot-specific arguments should be placed after the placeholder.
For example, this can be used to force the project to run on the dedicated GPU in a NVIDIA Optimus system on Linux:
prime-run %command%
int editor/scene_naming = 0
Default naming style for scene files to infer from their root nodes. Possible options are:
0
(Auto): Uses the scene root name as is without changing its casing.1
(PascalCase): Converts the scene root name to PascalCase casing.2
(snake_case): Converts the scene root name to snake_case casing.
String editor/script_templates_search_path = "res://script_templates"
Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
PoolStringArray editor/search_in_file_extensions = PoolStringArray( "gd", "gdshader", "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.
bool editor/version_control_autoload_on_startup = false
Load the previously opened VCS plugin when the editor starts up. This is set to true
whenever a new VCS plugin is initialized.
String editor/version_control_plugin_name = ""
Last loaded VCS plugin name. Used to autoload the plugin when the editor starts up.
int gui/common/default_scroll_deadzone = 0
Default value for ScrollContainer.scroll_deadzone, which will be used for all ScrollContainers unless overridden.
bool gui/common/drop_mouse_on_gui_input_disabled = false
If enabled, the moment Viewport.gui_disable_input is set to false
to disable GUI input in a viewport, current mouse over and mouse focus will be dropped.
That behavior helps to keep a robust GUI state, with no surprises when input is resumed regardless what has happened in the meantime.
If disabled, the legacy behavior is used, which consists in just not doing anything besides the GUI input disable itself.
Note: This is set to true
by default for new projects and is the recommended setting.
bool gui/common/swap_ok_cancel
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 = 1024
There is currently no description for this property. Please help us by contributing one!
String gui/theme/custom = ""
Path to a custom Theme resource file to use for the project (theme
or generic tres
/res
extension).
String gui/theme/custom_font = ""
Path to a custom Font resource to use as default for all GUI elements of the project.
bool gui/theme/use_hidpi = false
If true
, makes sure the theme used works with HiDPI.
int gui/timers/incremental_search_max_interval_msec = 2000
Timer setting for incremental search in Tree, ItemList, etc. controls (in milliseconds).
float gui/timers/text_edit_idle_detect_sec = 3
Timer for detecting idle in TextEdit (in seconds).
float gui/timers/tooltip_delay_sec = 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/buffering/agile_event_flushing = false
If true
, key/touch/joystick events will be flushed just before every idle and physics frame.
If false
, such events will be flushed only once per idle frame, between iterations of the engine.
Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per visible (idle) frame, because they can't run at the target frame rate.
Note: Currently implemented only in Android.
bool input_devices/compatibility/legacy_just_pressed_behavior = false
If true
, Input.is_action_just_pressed and Input.is_action_just_released will only return true
if the action is still in the respective state, i.e. an action that is pressed and released on the same frame will be missed.
If false
, no input will be lost.
Note: You should in nearly all cases prefer the false
setting. The legacy behavior is to enable supporting old projects that rely on the old logic, without changes to script.
bool input_devices/pointing/android/enable_long_press_as_right_click = false
If true
, long press events on an Android touchscreen are transformed into right click events.
bool input_devices/pointing/android/enable_pan_and_scale_gestures = false
If true
, multi-touch pan and scale gestures are enabled on Android devices.
int input_devices/pointing/android/rotary_input_scroll_axis = 1
On Wear OS devices, defines which axis of the mouse wheel rotary input is mapped to. This rotary input is usually performed by rotating the physical or virtual (touch-based) bezel on a smartwatch.
bool input_devices/pointing/emulate_mouse_from_touch = true
If true
, sends mouse input events when tapping or swiping on the touchscreen.
bool input_devices/pointing/emulate_touch_from_mouse = false
If true
, sends touch input events when clicking or dragging the mouse.
Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1".
Optional name for the 2D navigation layer 10. If left empty, the layer will display as "Layer 10".
Optional name for the 2D navigation layer 11. If left empty, the layer will display as "Layer 11".
Optional name for the 2D navigation layer 12. If left empty, the layer will display as "Layer 12".
Optional name for the 2D navigation layer 13. If left empty, the layer will display as "Layer 13".
Optional name for the 2D navigation layer 14. If left empty, the layer will display as "Layer 14".
Optional name for the 2D navigation layer 15. If left empty, the layer will display as "Layer 15".
Optional name for the 2D navigation layer 16. If left empty, the layer will display as "Layer 16".
Optional name for the 2D navigation layer 17. If left empty, the layer will display as "Layer 17".
Optional name for the 2D navigation layer 18. If left empty, the layer will display as "Layer 18".
Optional name for the 2D navigation layer 19. If left empty, the layer will display as "Layer 19".
Optional name for the 2D navigation layer 2. If left empty, the layer will display as "Layer 2".
Optional name for the 2D navigation layer 20. If left empty, the layer will display as "Layer 20".
Optional name for the 2D navigation layer 21. If left empty, the layer will display as "Layer 21".
Optional name for the 2D navigation layer 22. If left empty, the layer will display as "Layer 22".
Optional name for the 2D navigation layer 23. If left empty, the layer will display as "Layer 23".
Optional name for the 2D navigation layer 24. If left empty, the layer will display as "Layer 24".
Optional name for the 2D navigation layer 25. If left empty, the layer will display as "Layer 25".
Optional name for the 2D navigation layer 26. If left empty, the layer will display as "Layer 26".
Optional name for the 2D navigation layer 27. If left empty, the layer will display as "Layer 27".
Optional name for the 2D navigation layer 28. If left empty, the layer will display as "Layer 28".
Optional name for the 2D navigation layer 29. If left empty, the layer will display as "Layer 29".
Optional name for the 2D navigation layer 3. If left empty, the layer will display as "Layer 3".
Optional name for the 2D navigation layer 30. If left empty, the layer will display as "Layer 30".
Optional name for the 2D navigation layer 31. If left empty, the layer will display as "Layer 31".
Optional name for the 2D navigation layer 32. If left empty, the layer will display as "Layer 32".
Optional name for the 2D navigation layer 4. If left empty, the layer will display as "Layer 4".
Optional name for the 2D navigation layer 5. If left empty, the layer will display as "Layer 5".
Optional name for the 2D navigation layer 6. If left empty, the layer will display as "Layer 6".
Optional name for the 2D navigation layer 7. If left empty, the layer will display as "Layer 7".
Optional name for the 2D navigation layer 8. If left empty, the layer will display as "Layer 8".
Optional name for the 2D navigation layer 9. If left empty, the layer will display as "Layer 9".
String layer_names/2d_physics/layer_1 = ""
Optional name for the 2D physics layer 1.
String layer_names/2d_physics/layer_10 = ""
Optional name for the 2D physics layer 10.
String layer_names/2d_physics/layer_11 = ""
Optional name for the 2D physics layer 11.
String layer_names/2d_physics/layer_12 = ""
Optional name for the 2D physics layer 12.
String layer_names/2d_physics/layer_13 = ""
Optional name for the 2D physics layer 13.
String layer_names/2d_physics/layer_14 = ""
Optional name for the 2D physics layer 14.
String layer_names/2d_physics/layer_15 = ""
Optional name for the 2D physics layer 15.
String layer_names/2d_physics/layer_16 = ""
Optional name for the 2D physics layer 16.
String layer_names/2d_physics/layer_17 = ""
Optional name for the 2D physics layer 17.
String layer_names/2d_physics/layer_18 = ""
Optional name for the 2D physics layer 18.
String layer_names/2d_physics/layer_19 = ""
Optional name for the 2D physics layer 19.
String layer_names/2d_physics/layer_2 = ""
Optional name for the 2D physics layer 2.
String layer_names/2d_physics/layer_20 = ""
Optional name for the 2D physics layer 20.
String layer_names/2d_physics/layer_21 = ""
Optional name for the 2D physics layer 21.
String layer_names/2d_physics/layer_22 = ""
Optional name for the 2D physics layer 22.
String layer_names/2d_physics/layer_23 = ""
Optional name for the 2D physics layer 23.
String layer_names/2d_physics/layer_24 = ""
Optional name for the 2D physics layer 24.
String layer_names/2d_physics/layer_25 = ""
Optional name for the 2D physics layer 25.
String layer_names/2d_physics/layer_26 = ""
Optional name for the 2D physics layer 26.
String layer_names/2d_physics/layer_27 = ""
Optional name for the 2D physics layer 27.
String layer_names/2d_physics/layer_28 = ""
Optional name for the 2D physics layer 28.
String layer_names/2d_physics/layer_29 = ""
Optional name for the 2D physics layer 29.
String layer_names/2d_physics/layer_3 = ""
Optional name for the 2D physics layer 3.
String layer_names/2d_physics/layer_30 = ""
Optional name for the 2D physics layer 30.
String layer_names/2d_physics/layer_31 = ""
Optional name for the 2D physics layer 31.
String layer_names/2d_physics/layer_32 = ""
Optional name for the 2D physics layer 32.
String layer_names/2d_physics/layer_4 = ""
Optional name for the 2D physics layer 4.
String layer_names/2d_physics/layer_5 = ""
Optional name for the 2D physics layer 5.
String layer_names/2d_physics/layer_6 = ""
Optional name for the 2D physics layer 6.
String layer_names/2d_physics/layer_7 = ""
Optional name for the 2D physics layer 7.
String layer_names/2d_physics/layer_8 = ""
Optional name for the 2D physics layer 8.
String layer_names/2d_physics/layer_9 = ""
Optional name for the 2D physics layer 9.
String layer_names/2d_render/layer_1 = ""
Optional name for the 2D render layer 1.
String layer_names/2d_render/layer_10 = ""
Optional name for the 2D render layer 10.
String layer_names/2d_render/layer_11 = ""
Optional name for the 2D render layer 11.
String layer_names/2d_render/layer_12 = ""
Optional name for the 2D render layer 12.
String layer_names/2d_render/layer_13 = ""
Optional name for the 2D render layer 13.
String layer_names/2d_render/layer_14 = ""
Optional name for the 2D render layer 14.
String layer_names/2d_render/layer_15 = ""
Optional name for the 2D render layer 15.
String layer_names/2d_render/layer_16 = ""
Optional name for the 2D render layer 16.
String layer_names/2d_render/layer_17 = ""
Optional name for the 2D render layer 17.
String layer_names/2d_render/layer_18 = ""
Optional name for the 2D render layer 18.
String layer_names/2d_render/layer_19 = ""
Optional name for the 2D render layer 19.
String layer_names/2d_render/layer_2 = ""
Optional name for the 2D render layer 2.
String layer_names/2d_render/layer_20 = ""
Optional name for the 2D render layer 20.
String layer_names/2d_render/layer_3 = ""
Optional name for the 2D render layer 3.
String layer_names/2d_render/layer_4 = ""
Optional name for the 2D render layer 4.
String layer_names/2d_render/layer_5 = ""
Optional name for the 2D render layer 5.
String layer_names/2d_render/layer_6 = ""
Optional name for the 2D render layer 6.
String layer_names/2d_render/layer_7 = ""
Optional name for the 2D render layer 7.
String layer_names/2d_render/layer_8 = ""
Optional name for the 2D render layer 8.
String layer_names/2d_render/layer_9 = ""
Optional name for the 2D render layer 9.
Optional name for the 3D navigation layer 1. If left empty, the layer will display as "Layer 1".
Optional name for the 3D navigation layer 10. If left empty, the layer will display as "Layer 10".
Optional name for the 3D navigation layer 11. If left empty, the layer will display as "Layer 11".
Optional name for the 3D navigation layer 12. If left empty, the layer will display as "Layer 12".
Optional name for the 3D navigation layer 13. If left empty, the layer will display as "Layer 13".
Optional name for the 3D navigation layer 14. If left empty, the layer will display as "Layer 14".
Optional name for the 3D navigation layer 15. If left empty, the layer will display as "Layer 15".
Optional name for the 3D navigation layer 16. If left empty, the layer will display as "Layer 16".
Optional name for the 3D navigation layer 17. If left empty, the layer will display as "Layer 17".
Optional name for the 3D navigation layer 18. If left empty, the layer will display as "Layer 18".
Optional name for the 3D navigation layer 19. If left empty, the layer will display as "Layer 19".
Optional name for the 3D navigation layer 2. If left empty, the layer will display as "Layer 2".
Optional name for the 3D navigation layer 20. If left empty, the layer will display as "Layer 20".
Optional name for the 3D navigation layer 21. If left empty, the layer will display as "Layer 21".
Optional name for the 3D navigation layer 22. If left empty, the layer will display as "Layer 22".
Optional name for the 3D navigation layer 23. If left empty, the layer will display as "Layer 23".
Optional name for the 3D navigation layer 24. If left empty, the layer will display as "Layer 24".
Optional name for the 3D navigation layer 25. If left empty, the layer will display as "Layer 25".
Optional name for the 3D navigation layer 26. If left empty, the layer will display as "Layer 26".
Optional name for the 3D navigation layer 27. If left empty, the layer will display as "Layer 27".
Optional name for the 3D navigation layer 28. If left empty, the layer will display as "Layer 28".
Optional name for the 3D navigation layer 29. If left empty, the layer will display as "Layer 29".
Optional name for the 3D navigation layer 3. If left empty, the layer will display as "Layer 3".
Optional name for the 3D navigation layer 30. If left empty, the layer will display as "Layer 30".
Optional name for the 3D navigation layer 31. If left empty, the layer will display as "Layer 31".
Optional name for the 3D navigation layer 32. If left empty, the layer will display as "Layer 32".
Optional name for the 3D navigation layer 4. If left empty, the layer will display as "Layer 4".
Optional name for the 3D navigation layer 5. If left empty, the layer will display as "Layer 5".
Optional name for the 3D navigation layer 6. If left empty, the layer will display as "Layer 6".
Optional name for the 3D navigation layer 7. If left empty, the layer will display as "Layer 7".
Optional name for the 3D navigation layer 8. If left empty, the layer will display as "Layer 8".
Optional name for the 3D navigation layer 9. If left empty, the layer will display as "Layer 9".
String layer_names/3d_physics/layer_1 = ""
Optional name for the 3D physics layer 1.
String layer_names/3d_physics/layer_10 = ""
Optional name for the 3D physics layer 10.
String layer_names/3d_physics/layer_11 = ""
Optional name for the 3D physics layer 11.
String layer_names/3d_physics/layer_12 = ""
Optional name for the 3D physics layer 12.
String layer_names/3d_physics/layer_13 = ""
Optional name for the 3D physics layer 13.
String layer_names/3d_physics/layer_14 = ""
Optional name for the 3D physics layer 14.
String layer_names/3d_physics/layer_15 = ""
Optional name for the 3D physics layer 15.
String layer_names/3d_physics/layer_16 = ""
Optional name for the 3D physics layer 16.
String layer_names/3d_physics/layer_17 = ""
Optional name for the 3D physics layer 17.
String layer_names/3d_physics/layer_18 = ""
Optional name for the 3D physics layer 18.
String layer_names/3d_physics/layer_19 = ""
Optional name for the 3D physics layer 19.
String layer_names/3d_physics/layer_2 = ""
Optional name for the 3D physics layer 2.
String layer_names/3d_physics/layer_20 = ""
Optional name for the 3D physics layer 20.
String layer_names/3d_physics/layer_21 = ""
Optional name for the 3D physics layer 21.
String layer_names/3d_physics/layer_22 = ""
Optional name for the 3D physics layer 22.
String layer_names/3d_physics/layer_23 = ""
Optional name for the 3D physics layer 23.
String layer_names/3d_physics/layer_24 = ""
Optional name for the 3D physics layer 24.
String layer_names/3d_physics/layer_25 = ""
Optional name for the 3D physics layer 25.
String layer_names/3d_physics/layer_26 = ""
Optional name for the 3D physics layer 26.
String layer_names/3d_physics/layer_27 = ""
Optional name for the 3D physics layer 27.
String layer_names/3d_physics/layer_28 = ""
Optional name for the 3D physics layer 28.
String layer_names/3d_physics/layer_29 = ""
Optional name for the 3D physics layer 29.
String layer_names/3d_physics/layer_3 = ""
Optional name for the 3D physics layer 3.
String layer_names/3d_physics/layer_30 = ""
Optional name for the 3D physics layer 30.
String layer_names/3d_physics/layer_31 = ""
Optional name for the 3D physics layer 31.
String layer_names/3d_physics/layer_32 = ""
Optional name for the 3D physics layer 32.
String layer_names/3d_physics/layer_4 = ""
Optional name for the 3D physics layer 4.
String layer_names/3d_physics/layer_5 = ""
Optional name for the 3D physics layer 5.
String layer_names/3d_physics/layer_6 = ""
Optional name for the 3D physics layer 6.
String layer_names/3d_physics/layer_7 = ""
Optional name for the 3D physics layer 7.
String layer_names/3d_physics/layer_8 = ""
Optional name for the 3D physics layer 8.
String layer_names/3d_physics/layer_9 = ""
Optional name for the 3D physics layer 9.
String layer_names/3d_render/layer_1 = ""
Optional name for the 3D render layer 1.
String layer_names/3d_render/layer_10 = ""
Optional name for the 3D render layer 10.
String layer_names/3d_render/layer_11 = ""
Optional name for the 3D render layer 11.
String layer_names/3d_render/layer_12 = ""
Optional name for the 3D render layer 12.
String layer_names/3d_render/layer_13 = ""
Optional name for the 3D render layer 13.
String layer_names/3d_render/layer_14 = ""
Optional name for the 3D render layer 14.
String layer_names/3d_render/layer_15 = ""
Optional name for the 3D render layer 15.
String layer_names/3d_render/layer_16 = ""
Optional name for the 3D render layer 16.
String layer_names/3d_render/layer_17 = ""
Optional name for the 3D render layer 17.
String layer_names/3d_render/layer_18 = ""
Optional name for the 3D render layer 18.
String layer_names/3d_render/layer_19 = ""
Optional name for the 3D render layer 19.
String layer_names/3d_render/layer_2 = ""
Optional name for the 3D render layer 2.
String layer_names/3d_render/layer_20 = ""
Optional name for the 3D render layer 20.
String layer_names/3d_render/layer_3 = ""
Optional name for the 3D render layer 3.
String layer_names/3d_render/layer_4 = ""
Optional name for the 3D render layer 4.
String layer_names/3d_render/layer_5 = ""
Optional name for the 3D render layer 5.
String layer_names/3d_render/layer_6 = ""
Optional name for the 3D render layer 6.
String layer_names/3d_render/layer_7 = ""
Optional name for the 3D render layer 7.
String layer_names/3d_render/layer_8 = ""
Optional name for the 3D render layer 8.
String layer_names/3d_render/layer_9 = ""
Optional name for the 3D render layer 9.
String locale/fallback = "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 = ""
If non-empty, this locale will be used when running the project from the editor.
bool logging/file_logging/enable_file_logging = false
If true
, logs all output to files.
bool logging/file_logging/enable_file_logging.pc = true
Desktop override for logging/file_logging/enable_file_logging, as log files are not readily accessible on mobile/Web platforms.
String logging/file_logging/log_path = "user://logs/godot.log"
Path to logs within the project. Using an user://
path is recommended.
int logging/file_logging/max_log_files = 5
Specifies the maximum amount of log files allowed (used for rotation).
int memory/limits/command_queue/multithreading_queue_size_kb = 256
There is currently no description for this property. Please help us by contributing one!
int memory/limits/message_queue/max_size_mb = 32
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 = 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 mono/debugger_agent/port = 23685
There is currently no description for this property. Please help us by contributing one!
bool mono/debugger_agent/wait_for_debugger = false
There is currently no description for this property. Please help us by contributing one!
int mono/debugger_agent/wait_timeout = 3000
There is currently no description for this property. Please help us by contributing one!
String mono/profiler/args = "log:calls,alloc,sample,output=output.mlpd"
There is currently no description for this property. Please help us by contributing one!
bool mono/profiler/enabled = false
There is currently no description for this property. Please help us by contributing one!
int mono/runtime/unhandled_exception_policy = 0
The policy to use for unhandled Mono (C#) exceptions. The default "Terminate Application" exits the project as soon as an unhandled exception is thrown. "Log Error" logs an error message to the console instead, and will not interrupt the project execution when an unhandled exception is thrown.
Note: The unhandled exception policy is always set to "Log Error" in the editor, which also includes C# tool
scripts running within the editor as well as editor plugin code.
Default cell height for 2D navigation maps. See Navigation2DServer.map_set_cell_height.
Note: Currently not implemented.
Default cell size for 2D navigation maps. See Navigation2DServer.map_set_cell_size.
Default edge connection margin for 2D navigation maps. See Navigation2DServer.map_set_edge_connection_margin.
Default cell height for 3D navigation maps. See NavigationServer.map_set_cell_height.
Default cell size for 3D navigation maps. See NavigationServer.map_set_cell_size.
Default edge connection margin for 3D navigation maps. See NavigationServer.map_set_edge_connection_margin.
Default map up vector for 3D navigation maps. See NavigationServer.map_set_up.
int network/limits/debugger_stdout/max_chars_per_second = 2048
Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped with the message "output overflow, print less text!"
. This helps not to stall the debugger connection.
int network/limits/debugger_stdout/max_errors_per_second = 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 = 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 = 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 = 16
Default size of packet peer stream for deserializing Godot data (in bytes, specified as a power of two). The default value 16
is equal to 65,536 bytes. Over this size, data is dropped.
int network/limits/tcp/connect_timeout_seconds = 30
Timeout (in seconds) for connection attempts using TCP.
int network/limits/webrtc/max_channel_in_buffer_kb = 64
Maximum size (in kiB) for the WebRTCDataChannel input buffer.
int network/limits/websocket_client/max_in_buffer_kb = 64
Maximum size (in kiB) for the WebSocketClient input buffer.
int network/limits/websocket_client/max_in_packets = 1024
Maximum number of concurrent input packets for WebSocketClient.
int network/limits/websocket_client/max_out_buffer_kb = 64
Maximum size (in kiB) for the WebSocketClient output buffer.
int network/limits/websocket_client/max_out_packets = 1024
Maximum number of concurrent output packets for WebSocketClient.
int network/limits/websocket_server/max_in_buffer_kb = 64
Maximum size (in kiB) for the WebSocketServer input buffer.
int network/limits/websocket_server/max_in_packets = 1024
Maximum number of concurrent input packets for WebSocketServer.
int network/limits/websocket_server/max_out_buffer_kb = 64
Maximum size (in kiB) for the WebSocketServer output buffer.
int network/limits/websocket_server/max_out_packets = 1024
Maximum number of concurrent output packets for WebSocketServer.
int network/remote_fs/page_read_ahead = 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 = 65536
Page size used by remote filesystem (in bytes).
String network/ssl/certificates = ""
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 = 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 = 0
What to use to separate node name from number. This is mostly an editor setting.
int physics/2d/bp_hash_table_size = 4096
Size of the hash table used for the broad-phase 2D hash grid algorithm.
Note: Not used if physics/2d/use_bvh is enabled.
float physics/2d/bvh_collision_margin = 1.0
Additional expansion applied to object bounds in the 2D physics bounding volume hierarchy. This can reduce BVH processing at the cost of a slightly coarser broadphase, which can stress the physics more in some situations.
The default value will work well in most situations. A value of 0.0 will turn this optimization off, and larger values may work better for larger, faster moving objects.
Note: Used only if physics/2d/use_bvh is enabled.
int physics/2d/cell_size = 128
Cell size used for the broad-phase 2D hash grid algorithm (in pixels).
Note: Not used if physics/2d/use_bvh is enabled.
float physics/2d/default_angular_damp = 1.0
The default angular damp in 2D.
Note: Good values are in the range 0
to 1
. At value 0
objects will keep moving with the same velocity. Values greater than 1
will aim to reduce the velocity to 0
in less than a second e.g. a value of 2
will aim to reduce the velocity to 0
in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60
by default) will bring the object to a stop in one iteration.
int physics/2d/default_gravity = 98
The default gravity strength in 2D (in pixels per second squared).
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 = 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 = 0.1
The default linear damp in 2D.
Note: Good values are in the range 0
to 1
. At value 0
objects will keep moving with the same velocity. Values greater than 1
will aim to reduce the velocity to 0
in less than a second e.g. a value of 2
will aim to reduce the velocity to 0
in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60
by default) will bring the object to a stop in one iteration.
int physics/2d/large_object_surface_threshold_in_cells = 512
Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm.
Note: Not used if physics/2d/use_bvh is enabled.
String physics/2d/physics_engine = "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 = 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 = 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 = 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 = 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/2d/use_bvh = true
Enables the use of bounding volume hierarchy instead of hash grid for 2D physics spatial partitioning. This may give better performance.
bool physics/3d/active_soft_world = 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 = 0.1
The default angular damp in 3D.
Note: Good values are in the range 0
to 1
. At value 0
objects will keep moving with the same velocity. Values greater than 1
will aim to reduce the velocity to 0
in less than a second e.g. a value of 2
will aim to reduce the velocity to 0
in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60
by default) will bring the object to a stop in one iteration.
float physics/3d/default_gravity = 9.8
The default gravity strength in 3D (in meters per second squared).
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 = 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 = 0.1
The default linear damp in 3D.
Note: Good values are in the range 0
to 1
. At value 0
objects will keep moving with the same velocity. Values greater than 1
will aim to reduce the velocity to 0
in less than a second e.g. a value of 2
will aim to reduce the velocity to 0
in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60
by default) will bring the object to a stop in one iteration.
float physics/3d/godot_physics/bvh_collision_margin = 0.1
Additional expansion applied to object bounds in the 3D physics bounding volume hierarchy. This can reduce BVH processing at the cost of a slightly coarser broadphase, which can stress the physics more in some situations.
The default value will work well in most situations. A value of 0.0 will turn this optimization off, and larger values may work better for larger, faster moving objects.
Note: Used only if physics/3d/godot_physics/use_bvh is enabled.
bool physics/3d/godot_physics/use_bvh = true
Enables the use of bounding volume hierarchy instead of octree for 3D physics spatial partitioning. This may give better performance.
String physics/3d/physics_engine = "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/3d/smooth_trimesh_collision = false
If true
, smooths out collision with trimesh shapes (ConcavePolygonShape) by telling the Bullet physics engine to generate internal edge information for every trimesh shape created.
Note: Only effective if physics/3d/physics_engine is set to DEFAULT
or Bullet
, not GodotPhysics
.
bool physics/common/enable_object_picking = true
Enables Viewport.physics_object_picking on the root viewport.
bool physics/common/enable_pause_aware_picking = false
If enabled, 2D and 3D physics picking behaves this way in relation to pause:
When pause is started, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback, unless its pause mode makes it immune to pause.
During pause, picking only considers collision objects immune to pause, sending input events and enter/exit callbacks to them as expected.
If disabled, the legacy behavior is used, which consists in queuing the picking input events during pause (so nodes won't get them) and flushing that queue on resume, against the state of the 2D/3D world at that point.
int physics/common/physics_fps = 60
The number of fixed iterations per second. This controls how often physics simulation and Node._physics_process methods are run. See also debug/settings/fps/force_fps.
Note: This property is only read when the project starts. To change the physics FPS at runtime, set Engine.iterations_per_second instead.
Note: Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if delta
is used consistently in physics calculations). Therefore, it is recommended not to increase physics/common/physics_fps above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
bool physics/common/physics_interpolation = false
If true
, the renderer will interpolate the transforms of physics objects between the last two transforms, such that smooth motion is seen when physics ticks do not coincide with rendered frames.
Note: When moving objects to new positions (rather than the usual physics motion) you may want to temporarily turn off interpolation to prevent a visible glitch. You can do this using the Node.reset_physics_interpolation function.
float physics/common/physics_jitter_fix = 0.5
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
Note: For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting physics/common/physics_jitter_fix to 0
.
Note: Jitter fix is automatically disabled at runtime when physics/common/physics_interpolation is enabled.
Note: This property is only read when the project starts. To change the value at runtime, set Engine.physics_jitter_fix instead.
int rendering/2d/opengl/batching_send_null = 0
Experimental. Calls glBufferData
with NULL data prior to uploading batching data. This may not be necessary but can be used for safety.
Note: Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.
int rendering/2d/opengl/batching_stream = 0
Experimental. If set to on, uses the GL_STREAM_DRAW
flag for batching buffer uploads. If off, uses the GL_DYNAMIC_DRAW
flag.
Note: Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.
int rendering/2d/opengl/legacy_orphan_buffers = 0
Experimental. If set to on, this applies buffer orphaning - glBufferData
is called with NULL data and the full buffer size prior to uploading new data. This can be important to avoid stalling on some hardware.
Note: Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.
int rendering/2d/opengl/legacy_stream = 0
Experimental. If set to on, uses the GL_STREAM_DRAW
flag for legacy buffer uploads. If off, uses the GL_DYNAMIC_DRAW
flag.
Note: Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.
int rendering/2d/options/culling_mode = 1
The culling mode determines the method used for rejecting canvas items that are outside a viewport. The visual result should be identical, but some modes may be faster for a particular project.
You can either cull items individually (Item mode
), or use hierarchical culling (Node mode
) which has a little more housekeeping but can increase performance by culling large numbers of items at once.
int rendering/2d/options/ninepatch_mode = 1
Choose between fixed mode where corner scalings are preserved matching the artwork, and scaling mode.
Not available in GLES3 when rendering/batching/options/use_batching is off.
bool rendering/2d/options/use_nvidia_rect_flicker_workaround = 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/2d/options/use_software_skinning = true
If true
, performs 2D skinning on the CPU rather than the GPU. This provides greater compatibility with a wide range of hardware, and also may be faster in some circumstances.
Currently only available when rendering/batching/options/use_batching is active.
Note: Antialiased software skinned polys are not supported, and will be rendered without antialiasing.
Note: Custom shaders that use the VERTEX
built-in operate with VERTEX
position after skinning, whereas with hardware skinning, VERTEX
is the position before skinning.
bool rendering/2d/snapping/use_gpu_pixel_snap = false
If true
, forces snapping of vertices to pixels in 2D rendering. May help in some pixel art styles.
This snapping is performed on the GPU in the vertex shader.
Consider using the project setting rendering/batching/precision/uv_contract to prevent artifacts.
bool rendering/batching/debug/diagnose_frame = false
When batching is on, this regularly prints a frame diagnosis log. Note that this will degrade performance.
bool rendering/batching/debug/flash_batching = 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 = 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 = 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 = 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 = true
Turns 2D batching on and off. Batching increases performance by reducing the amount of graphics API drawcalls.
bool rendering/batching/options/use_batching_in_editor = true
Switches on 2D batching within the editor.
bool rendering/batching/options/use_multirect = true
Allows use of the MultiRect
command in the Rasterizer.
This can provide some acceleration for large groups of rects, especially text and tilemaps.
int rendering/batching/parameters/batch_buffer_size = 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 = 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 = 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 = 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 = 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 = 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.
int rendering/cpu_lightmapper/quality/high_quality_ray_count = 512
Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_HIGH.
int rendering/cpu_lightmapper/quality/low_quality_ray_count = 64
Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_LOW.
int rendering/cpu_lightmapper/quality/medium_quality_ray_count = 256
Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_MEDIUM.
int rendering/cpu_lightmapper/quality/ultra_quality_ray_count = 1024
Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_ULTRA.
Color rendering/environment/default_clear_color = 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 = ""
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 = 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/disable_half_float.iOS = true
iOS specific override for rendering/gles2/compatibility/disable_half_float, due to poor support for half-float vertex compression on many devices.
bool rendering/gles2/compatibility/enable_high_float.Android = false
If true
and available on the target Android 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.
bool rendering/gles3/shaders/log_active_async_compiles_count = false
If true
, every time an asynchronous shader compilation or an asynchronous shader reconstruction from cache starts or finishes, a line will be logged telling how many of those are happening.
If the platform doesn't support parallel shader compile, but only the compile queue via a secondary GL context, what the message will tell is the number of shader compiles currently queued.
Note: This setting is only meaningful if rendering/gles3/shaders/shader_compilation_mode
is not Synchronous
.
int rendering/gles3/shaders/max_simultaneous_compiles = 2
This is the maximum number of shaders that can be compiled (or reconstructed from cache) at the same time.
At runtime, while that count is reached, other shaders that can be asynchronously compiled will just use their fallback, without their setup being started until the count gets lower.
This is a way to balance the CPU work between running the game and compiling the shaders. The goal is to have as many asynchronous compiles in flight as possible without impacting the responsiveness of the game, which beyond some point would destroy the benefits of asynchronous compilation. In other words, you may be able to afford that the FPS lowers a bit, and that will already be better than the stalling that synchronous compilation could cause.
The default value is a conservative one, so you are advised to tweak it according to the hardware you are targeting.
Note: This setting is only meaningful if rendering/gles3/shaders/shader_compilation_mode is not Synchronous
.
int rendering/gles3/shaders/max_simultaneous_compiles.mobile = 1
The default is a very conservative override for rendering/gles3/shaders/max_simultaneous_compiles.
Depending on the specific devices you are targeting, you may want to raise it.
Note: This setting is only meaningful if rendering/gles3/shaders/shader_compilation_mode is not Synchronous
.
int rendering/gles3/shaders/max_simultaneous_compiles.web = 1
The default is a very conservative override for rendering/gles3/shaders/max_simultaneous_compiles.
Depending on the specific browsers you are targeting, you may want to raise it.
Note: This setting is only meaningful if rendering/gles3/shaders/shader_compilation_mode is not Synchronous
.
int rendering/gles3/shaders/shader_cache_size_mb = 512
The maximum size, in megabytes, that the ubershader cache can grow up to. On startup, the least recently used entries will be deleted until the total size is within bounds.
Note: This setting is only meaningful if rendering/gles3/shaders/shader_compilation_mode is set to Asynchronous + Cache
.
int rendering/gles3/shaders/shader_cache_size_mb.mobile = 128
An override for rendering/gles3/shaders/shader_cache_size_mb, so a smaller maximum size can be configured for mobile platforms, where storage space is more limited.
Note: This setting is only meaningful if rendering/gles3/shaders/shader_compilation_mode is set to Asynchronous + Cache
.
int rendering/gles3/shaders/shader_cache_size_mb.web = 128
An override for rendering/gles3/shaders/shader_cache_size_mb, so a smaller maximum size can be configured for web platforms, where storage space is more limited.
Note: Currently, shader caching is generally unavailable on web platforms.
Note: This setting is only meaningful if rendering/gles3/shaders/shader_compilation_mode is set to Asynchronous + Cache
.
int rendering/gles3/shaders/shader_compilation_mode = 0
If set to Asynchronous
and available on the target device, asynchronous compilation of shaders is enabled (in contrast to Asynchronous
).
That means that when a shader is first used under some new rendering situation, the game won't stall while such shader is being compiled. Instead, a fallback will be used and the real shader will be compiled in the background. Once the actual shader is compiled, it will be used the next times it's used to draw a frame.
Depending on the Material3D.async_mode mode configured for a given material, the fallback will be an "ubershader" (the default) or just skip rendering any item it is applied to. In custom ShaderMaterials, the async mode is set using render_mode async_visible;
(default) or render_mode async_hidden;
at the top of the shader.
An ubershader is a very complex shader, slow but suited to any rendering situation, that the engine generates internally so it can be used from the beginning while the traditional conditioned, optimized version of it is being compiled.
To reduce loading times after the project has been launched at least once, you can use Asynchronous + Cache
. This also causes the ubershaders to be cached into storage so they can be ready faster next time they are used (provided the platform provides support for it).
Note: Asynchronous compilation requires driver support for the GL_ARB_get_program_binary
OpenGL extension. This extension is supported by all hardware that supports OpenGL 4.1 or higher as well as most hardware that supports OpenGL 3.3 or higher.
Note: Asynchronous compilation is currently only supported for spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will not use asynchronous compilation even if this setting is set to Asynchronous
or Asynchronous + Cache
.
int rendering/gles3/shaders/shader_compilation_mode.mobile = 0
An override for rendering/gles3/shaders/shader_compilation_mode, so asynchronous compilation can be disabled on mobile platforms.
You may want to do that since mobile GPUs generally won't support ubershaders due to their complexity.
int rendering/gles3/shaders/shader_compilation_mode.web = 0
An override for rendering/gles3/shaders/shader_compilation_mode, so asynchronous compilation can be disabled on web platforms.
You may want to do that since certain browsers (especially on mobile platforms) generally won't support ubershaders due to their complexity.
int rendering/limits/buffers/blend_shape_max_buffer_size_kb = 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 = 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 = 128
Max index buffer size for drawing polygons. Any polygon bigger than this will not work.
int rendering/limits/buffers/immediate_buffer_size_kb = 2048
Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.
int rendering/limits/rendering/max_lights_per_object = 32
Max number of lights renderable per object. This is further limited by hardware support. Most devices only support 409 lights, while many devices (especially mobile) only support 102. Setting this low will slightly reduce memory usage and may decrease shader compile times.
int rendering/limits/rendering/max_renderable_elements = 65536
Max amount of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
int rendering/limits/rendering/max_renderable_lights = 4096
Max number of lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
int rendering/limits/rendering/max_renderable_reflections = 1024
Max number of reflection probes renderable in a frame. If more reflection probes than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
float rendering/limits/time/time_rollover_secs = 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/misc/lossless_compression/force_png = false
If true
, the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
int rendering/misc/lossless_compression/webp_compression_level = 2
The default compression level for lossless WebP. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. Supported values are 0 to 9. Note that compression levels above 6 are very slow and offer very little savings.
bool rendering/misc/mesh_storage/split_stream = false
On import, mesh vertex data will be split into two streams within a single vertex buffer, one for position data and the other for interleaved attributes data. Recommended to be enabled if targeting mobile devices. Requires manual reimport of meshes after toggling.
int rendering/misc/occlusion_culling/max_active_polygons = 8
Determines the maximum number of polygon occluders that will be used at any one time.
Although you can have many occluders in a scene, each frame the system will choose from these the most relevant based on a screen space metric, in order to give the best overall performance.
A greater number of polygons can potentially cull more objects, however the cost of culling calculations scales with the number of occluders.
int rendering/misc/occlusion_culling/max_active_spheres = 8
Determines the maximum number of sphere occluders that will be used at any one time.
Although you can have many occluders in a scene, each frame the system will choose from these the most relevant based on a screen space metric, in order to give the best overall performance.
bool rendering/portals/advanced/flip_imported_portals = false
The default convention is for portal normals to point outward (face outward) from the source room.
If you accidentally build your level with portals facing the wrong way, this setting can fix the problem.
It will flip named portal meshes (i.e. -portal
) on the initial conversion to Portal nodes.
bool rendering/portals/debug/logging = true
Show conversion logs.
Note: This will automatically be disabled in exports.
bool rendering/portals/gameplay/use_signals = true
If true
, gameplay callbacks will be sent as signals
. If false
, they will be sent as notifications
.
bool rendering/portals/optimize/remove_danglers = true
If enabled, while merging meshes, the system will also attempt to remove Spatial nodes that no longer have any children.
Reducing the number of Nodes in the scene tree can make traversal more efficient, but can be switched off in case you wish to use empty Spatials for markers or some other purpose.
bool rendering/portals/pvs/pvs_logging = false
Show logs during PVS generation.
Note: This will automatically be disabled in exports.
bool rendering/portals/pvs/use_simple_pvs = false
Uses a simplified method of generating PVS (potentially visible set) data. The results may not be accurate where more than one portal join adjacent rooms.
Note: Generally you should only use this option if you encounter bugs when it is set to false
, i.e. there are problems with the default method.
bool rendering/quality/depth/hdr = true
If true
, allocates the root Viewport's framebuffer with high dynamic range. High dynamic range allows the use of Color values greater than 1. This must be set to true
for glow rendering to work if Environment.glow_hdr_threshold is greater than or equal to 1.0
.
Note: Only available on the GLES3 backend.
bool rendering/quality/depth/hdr.mobile = false
Lower-end override for rendering/quality/depth/hdr on mobile devices, due to performance concerns or driver support. This must be set to true
for glow rendering to work if Environment.glow_hdr_threshold is greater than or equal to 1.0
.
Note: Only available on the GLES3 backend.
bool rendering/quality/depth/use_32_bpc_depth = false
If true
, allocates the root Viewport's framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective when rendering/quality/depth/hdr is also enabled.
Note: Enabling this setting does not improve rendering quality. Using full floating-point precision is slower, and is generally only needed for advanced shaders that require a high level of precision. To reduce banding, enable rendering/quality/filters/use_debanding instead.
Note: Only available on the GLES3 backend.
String rendering/quality/depth_prepass/disable_for_vendors = "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 = 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 = 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. This setting can be changed at run-time; the change will be applied immediately.
int rendering/quality/directional_shadow/size.mobile = 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 = "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 = 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 = 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. With the exception of 1
, only power-of-two values are valid (2
, 4
, 8
, 16
). A value of 1
forcibly disables anisotropic filtering, even on textures where it is enabled.
Note: For performance reasons, anisotropic filtering is not enabled by default on textures. For this setting to have an effect, anisotropic texture filtering can be enabled by selecting a texture in the FileSystem dock, going to the Import dock, checking the Anisotropic checkbox then clicking Reimport. However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference.
Note: This property is only read when the project starts. There is currently no way to change this setting at run-time.
int rendering/quality/filters/msaa = 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.
float rendering/quality/filters/sharpen_intensity = 0.0
If set to a value greater than 0.0
, contrast-adaptive sharpening will be applied to the 3D viewport. This has a low performance cost and can be used to recover some of the sharpness lost from using FXAA. Values around 0.5
generally give the best results. See also rendering/quality/filters/use_fxaa.
bool rendering/quality/filters/use_debanding = false
If true
, uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is not affected by debanding unless the Environment.background_mode is Environment.BG_CANVAS. In this case, rendering/quality/intended_usage/framebuffer_allocation must also be set to 3D.
In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
Note: Only available on the GLES3 backend. rendering/quality/depth/hdr must also be true
for debanding to be effective.
Note: There are known issues with debanding breaking rendering on mobile platforms. Due to this, it is recommended to leave this option disabled when targeting mobile platforms.
Note: This property is only read when the project starts. To set debanding at run-time, set Viewport.debanding on the root Viewport instead.
bool rendering/quality/filters/use_fxaa = false
Enables FXAA in the root Viewport. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. Some of the lost sharpness can be recovered by enabling contrast-adaptive sharpening (see rendering/quality/filters/sharpen_intensity).
bool rendering/quality/filters/use_nearest_mipmap_filter = 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 = 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 such as glow will not be available in Environment.
int rendering/quality/intended_usage/framebuffer_allocation.mobile = 3
Lower-end override for rendering/quality/intended_usage/framebuffer_allocation on mobile devices, due to performance concerns or driver support.
bool rendering/quality/lightmapping/use_bicubic_sampling = true
Enable usage of bicubic sampling in baked lightmaps. This results in smoother looking lighting at the expense of more bandwidth usage. On GLES2, changes to this setting will only be applied upon restarting the application.
bool rendering/quality/lightmapping/use_bicubic_sampling.mobile = false
Lower-end override for rendering/quality/lightmapping/use_bicubic_sampling on mobile devices, in order to reduce bandwidth usage.
int rendering/quality/reflections/atlas_size = 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 = 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 = 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 = 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 = 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 = 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 = 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 = 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 = 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 = false
If true
, uses faster but lower-quality Lambert material lighting model instead of Burley.
bool rendering/quality/shading/force_lambert_over_burley.mobile = 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 = false
If true
, forces vertex shading for all 3D Material3D and ShaderMaterial rendering. This can be used to improve performance on low-end mobile devices. The downside is that shading becomes much less accurate, with visible linear interpolation between vertices that are joined together. This can be compensated by ensuring meshes have a sufficient level of subdivision (but not too much, to avoid reducing performance). Some material features are also not supported when vertex shading is enabled.
See also Material3D.flags_vertex_lighting which can be used to enable vertex shading on specific materials only.
Note: This setting does not affect unshaded materials.
bool rendering/quality/shading/force_vertex_shading.mobile = true
Lower-end override for rendering/quality/shading/force_vertex_shading on mobile devices, due to performance concerns or driver support. If lighting looks broken after exporting the project to a mobile platform, try disabling this setting.
bool rendering/quality/shading/use_physical_light_attenuation = false
If true
, enables new physical light attenuation for OmniLights and SpotLights. This results in more realistic lighting appearance with a very small performance cost. When physical light attenuation is enabled, lights will appear to be darker as a result of the new attenuation formula. This can be compensated by adjusting the lights' energy or attenuation values.
Changes to this setting will only be applied upon restarting the application.
int rendering/quality/shadow_atlas/cubemap_size = 512
Size for cubemap into which the shadow is rendered before being copied into the shadow atlas. A higher number can result in higher resolution shadows when used with a higher rendering/quality/shadow_atlas/size. Setting higher than a quarter of the rendering/quality/shadow_atlas/size will not result in a perceptible increase in visual quality.
int rendering/quality/shadow_atlas/quadrant_0_subdiv = 1
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
int rendering/quality/shadow_atlas/quadrant_1_subdiv = 2
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
int rendering/quality/shadow_atlas/quadrant_2_subdiv = 3
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
int rendering/quality/shadow_atlas/quadrant_3_subdiv = 4
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
int rendering/quality/shadow_atlas/size = 4096
Size for shadow atlas (used for OmniLights and SpotLights). The value will be rounded up to the nearest power of 2. See shadow mapping documentation.
int rendering/quality/shadow_atlas/size.mobile = 2048
Lower-end override for rendering/quality/shadow_atlas/size on mobile devices, due to performance concerns or driver support.
bool rendering/quality/shadows/caster_culling = true
If true
, items that cannot cast shadows into the view frustum will not be rendered into shadow maps.
This can increase performance.
Note: This setting only takes effect when rendering/quality/shadows/light_culling is also true
.
int rendering/quality/shadows/filter_mode = 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.
Note: When using the GLES2 backend, the "PCF13" option actually uses 16 samples to emulate linear filtering in the shader. This results in a shadow appearance similar to the one produced by the GLES3 backend.
int rendering/quality/shadows/filter_mode.mobile = 0
Lower-end override for rendering/quality/shadows/filter_mode on mobile devices, due to performance concerns or driver support.
bool rendering/quality/shadows/light_culling = true
If true
, prevents shadows from rendering for lights that do not intersect the view frustum.
This can increase performance.
bool rendering/quality/skinning/force_software_skinning = false
Forces MeshInstance to always perform skinning on the CPU (applies to both GLES2 and GLES3).
See also rendering/quality/skinning/software_skinning_fallback.
bool rendering/quality/skinning/software_skinning_fallback = true
Allows MeshInstance to perform skinning on the CPU when the hardware doesn't support the default GPU skinning process with GLES2.
If false
, an alternative skinning process on the GPU is used in this case (slower in most cases).
See also rendering/quality/skinning/force_software_skinning.
Note: When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix.
float rendering/quality/spatial_partitioning/bvh_collision_margin = 0.1
Additional expansion applied to object bounds in the 3D rendering bounding volume hierarchy. This can reduce BVH processing at the cost of a slightly reduced accuracy.
The default value will work well in most situations. A value of 0.0 will turn this optimization off, and larger values may work better for larger, faster moving objects.
Note: Used only if rendering/quality/spatial_partitioning/use_bvh is enabled.
float rendering/quality/spatial_partitioning/render_tree_balance = 0.0
The rendering octree balance can be changed to favor smaller (0
), or larger (1
) branches.
Larger branches can increase performance significantly in some projects.
Note: Not used if rendering/quality/spatial_partitioning/use_bvh is enabled.
bool rendering/quality/spatial_partitioning/use_bvh = true
Enables the use of bounding volume hierarchy instead of octree for rendering spatial partitioning. This may give better performance.
bool rendering/quality/subsurface_scattering/follow_surface = false
Improves quality of subsurface scattering, but cost significantly increases.
int rendering/quality/subsurface_scattering/quality = 1
Quality setting for subsurface scattering (samples taken).
int rendering/quality/subsurface_scattering/scale = 1.0
Max radius used for subsurface scattering samples.
bool rendering/quality/subsurface_scattering/weight_samples = true
Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.
bool rendering/quality/voxel_cone_tracing/high_quality = 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 = 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/threads/thread_safe_bvh = false
If true
, a thread safe version of BVH (bounding volume hierarchy) will be used in rendering and Godot physics.
Try enabling this option if you see any visual anomalies in 3D (such as incorrect object visibility).
bool rendering/viewport/transparent_background = false
If true
, enables Viewport.transparent_bg on the root viewport. This allows per-pixel transparency to be effective after also enabling display/window/per_pixel_transparency/allowed and display/window/per_pixel_transparency/enabled.
bool rendering/vram_compression/import_bptc = 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.
Note: Changing this setting does not impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the .import/
folder located inside the project folder then restart the editor (see application/config/use_hidden_project_data_directory).
bool rendering/vram_compression/import_etc = 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.
Note: Changing this setting does not impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the .import/
folder located inside the project folder then restart the editor (see application/config/use_hidden_project_data_directory).
bool rendering/vram_compression/import_etc2 = 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.
Note: Changing this setting does not impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the .import/
folder located inside the project folder then restart the editor (see application/config/use_hidden_project_data_directory).
bool rendering/vram_compression/import_pvrtc = 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.
Note: Changing this setting does not impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the .import/
folder located inside the project folder then restart the editor (see application/config/use_hidden_project_data_directory).
bool rendering/vram_compression/import_s3tc = 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.
Note: Changing this setting does not impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the .import/
folder located inside the project folder then restart the editor (see application/config/use_hidden_project_data_directory).
int world/2d/cell_size = 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
Returns the absolute, native OS path corresponding to the localized path
(starting with res://
or user://
). The returned path will vary depending on the operating system and user preferences. See File paths in Godot projects to see what those paths convert to. See also localize_path.
Note: globalize_path with res://
will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project:
var path = ""
if OS.has_feature("editor"):
# Running from an editor binary.
# `path` will contain the absolute path to `hello.txt` located in the project root.
path = ProjectSettings.globalize_path("res://hello.txt")
else:
# Running from an exported project.
# `path` will contain the absolute path to `hello.txt` next to the executable.
# This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path,
# but is close enough in spirit.
path = OS.get_executable_path().get_base_dir().plus_file("hello.txt")
bool has_setting ( String name ) const
Returns true
if a configuration value is present.
bool load_resource_pack ( String pack, bool replace_files=true, int offset=0 )
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
.
Note: The optional offset
parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files.
String localize_path ( String path ) const
Returns the localized path (starting with res://
) corresponding to the absolute, native OS path
. See also globalize_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.
Note: This method is intended to be used by editor plugins, as modified ProjectSettings can't be loaded back in the running app. If you want to change project settings in exported projects, use save_custom to save override.cfg
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). You can also save override.cfg
file, which is also text, but can be used in exported projects unlike other formats.
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")
This can also be used to erase custom project settings. To do this change the setting value to null
.