virtualx-engine/doc/classes/ProjectSettings.xml

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<?xml version="1.0" encoding="UTF-8" ?>
2020-02-01 02:03:48 +01:00
<class name="ProjectSettings" inherits="Object" version="4.0">
<brief_description>
Contains global variables accessible from everywhere.
</brief_description>
<description>
Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] 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, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog.
[b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] 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.
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
<methods>
<method name="add_property_info">
<return type="void">
</return>
<argument index="0" name="hint" type="Dictionary">
</argument>
<description>
Adds a custom property info to a property. The dictionary must contain:
- [code]name[/code]: [String] (the property's name)
- [code]type[/code]: [int] (see [enum Variant.Type])
- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and [code]hint_string[/code]: [String]
[b]Example:[/b]
[codeblocks]
[gdscript]
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)
[/gdscript]
[csharp]
ProjectSettings.Singleton.Set("category/property_name", 0);
var propertyInfo = new Godot.Collections.Dictionary
{
{"name", "category/propertyName"},
{"type", Variant.Type.Int},
{"hint", PropertyHint.Enum},
{"hint_string", "one,two,three"},
};
ProjectSettings.AddPropertyInfo(propertyInfo);
[/csharp]
[/codeblocks]
</description>
</method>
<method name="clear">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Clears the whole configuration (not recommended, may break things).
</description>
</method>
<method name="get_order" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Returns the order of a configuration value (influences when saved to the config file).
</description>
</method>
<method name="get_setting" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Returns the value of a setting.
[b]Example:[/b]
[codeblocks]
[gdscript]
print(ProjectSettings.get_setting("application/config/name"))
[/gdscript]
[csharp]
GD.Print(ProjectSettings.GetSetting("application/config/name"));
[/csharp]
[/codeblocks]
</description>
</method>
<method name="globalize_path" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path].
[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project:
[codeblock]
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")
[/codeblock]
</description>
</method>
<method name="has_setting" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Returns [code]true[/code] if a configuration value is present.
</description>
</method>
<method name="load_resource_pack">
<return type="bool">
</return>
<argument index="0" name="pack" type="String">
</argument>
<argument index="1" name="replace_files" type="bool" default="true">
</argument>
<argument index="2" name="offset" type="int" default="0">
</argument>
<description>
Loads the contents of the .pck or .zip file specified by [code]pack[/code] into the resource filesystem ([code]res://[/code]). Returns [code]true[/code] on success.
[b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from [code]pack[/code] unless [code]replace_files[/code] is set to [code]false[/code].
[b]Note:[/b] The optional [code]offset[/code] parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files.
</description>
</method>
<method name="localize_path" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="path" type="String">
</argument>
<description>
Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [code]path[/code]. See also [method globalize_path].
</description>
</method>
<method name="property_can_revert">
<return type="bool">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
2019-04-17 13:42:56 +02:00
Returns [code]true[/code] if the specified property exists and its initial value differs from the current value.
</description>
</method>
<method name="property_get_revert">
<return type="Variant">
</return>
<argument index="0" name="name" type="String">
</argument>
<description>
Returns the specified property's initial value. Returns [code]null[/code] if the property does not exist.
</description>
</method>
<method name="save">
<return type="int" enum="Error">
</return>
<description>
Saves the configuration to the [code]project.godot[/code] file.
</description>
</method>
<method name="save_custom">
<return type="int" enum="Error">
</return>
<argument index="0" name="file" type="String">
</argument>
<description>
Saves the configuration to a custom file. The file extension must be [code].godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/code] (to save in binary format).
</description>
</method>
<method name="set_initial_value">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="value" type="Variant">
</argument>
<description>
Sets the specified property's initial value. This is the value the property reverts to.
</description>
</method>
<method name="set_order">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="position" type="int">
</argument>
<description>
Sets the order of a configuration value (influences when saved to the config file).
</description>
</method>
<method name="set_setting">
<return type="void">
</return>
<argument index="0" name="name" type="String">
</argument>
<argument index="1" name="value" type="Variant">
</argument>
<description>
Sets the value of a setting.
[b]Example:[/b]
[codeblocks]
[gdscript]
ProjectSettings.set_setting("application/config/name", "Example")
[/gdscript]
[csharp]
ProjectSettings.SetSetting("application/config/name", "Example");
[/csharp]
[/codeblocks]
</description>
</method>
</methods>
<members>
<member name="application/boot_splash/bg_color" type="Color" setter="" getter="" default="Color( 0.14, 0.14, 0.14, 1 )">
Background color for the boot splash.
2018-09-15 03:13:47 +02:00
</member>
<member name="application/boot_splash/fullsize" type="bool" setter="" getter="" default="true">
If [code]true[/code], scale the boot splash image to the full window length when engine starts. If [code]false[/code], the engine will leave it at the default pixel size.
</member>
<member name="application/boot_splash/image" type="String" setter="" getter="" default="&quot;&quot;">
Path to an image used as the boot splash.
</member>
<member name="application/boot_splash/use_filter" type="bool" setter="" getter="" default="true">
If [code]true[/code], applies linear filtering when scaling the image (recommended for high resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
</member>
<member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default="&quot;&quot;">
This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method 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 [method OS.get_user_data_dir]).
The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
</member>
<member name="application/config/description" type="String" setter="" getter="" default="&quot;&quot;">
The project's description, displayed as a tooltip in the Project Manager when hovering the project.
</member>
<member name="application/config/icon" type="String" setter="" getter="" default="&quot;&quot;">
Icon used for the project, set when project loads. Exporters will also use this icon when possible.
</member>
<member name="application/config/macos_native_icon" type="String" setter="" getter="" default="&quot;&quot;">
Icon set in [code].icns[/code] format used on macOS to set the game's icon. This is done automatically on start by calling [method DisplayServer.set_native_icon].
2019-05-28 18:08:13 +02:00
</member>
<member name="application/config/name" type="String" setter="" getter="" default="&quot;&quot;">
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.
[b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information.
</member>
<member name="application/config/project_settings_override" type="String" setter="" getter="" default="&quot;&quot;">
2018-12-15 01:39:02 +01:00
Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code].
[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings (see this class' description at the top).
2018-12-15 01:39:02 +01:00
</member>
<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false">
If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code].
</member>
<member name="application/config/windows_native_icon" type="String" setter="" getter="" default="&quot;&quot;">
Icon set in [code].ico[/code] format used on Windows to set the game's icon. This is done automatically on start by calling [method DisplayServer.set_native_icon].
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</member>
<member name="application/run/disable_stderr" type="bool" setter="" getter="" default="false">
If [code]true[/code], disables printing to standard error in an exported build.
</member>
<member name="application/run/disable_stdout" type="bool" setter="" getter="" default="false">
If [code]true[/code], disables printing to standard output in an exported build.
</member>
<member name="application/run/flush_stdout_on_print" type="bool" setter="" getter="" default="false">
If [code]true[/code], 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").
[b]Note:[/b] Regardless of this setting, the standard error stream ([code]stderr[/code]) is always flushed when a line is printed to it.
</member>
<member name="application/run/flush_stdout_on_print.debug" type="bool" setter="" getter="" default="true">
Debug build override for [member application/run/flush_stdout_on_print], as performance is less important during debugging.
</member>
<member name="application/run/frame_delay_msec" type="int" setter="" getter="" default="0">
Forces a delay between frames in the main loop (in milliseconds). This may be useful if you plan to disable vertical synchronization.
</member>
<member name="application/run/low_processor_mode" type="bool" setter="" getter="" default="false">
If [code]true[/code], 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.
</member>
<member name="application/run/low_processor_mode_sleep_usec" type="int" setter="" getter="" default="6900">
Amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
</member>
<member name="application/run/main_scene" type="String" setter="" getter="" default="&quot;&quot;">
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Path to the main scene file that will be loaded when the project runs.
</member>
<member name="audio/channel_disable_threshold_db" type="float" setter="" getter="" default="-60.0">
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
</member>
<member name="audio/channel_disable_time" type="float" setter="" getter="" default="2.0">
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
</member>
<member name="audio/default_bus_layout" type="String" setter="" getter="" default="&quot;res://default_bus_layout.tres&quot;">
Default [AudioBusLayout] resource file to use in the project, unless overridden by the scene.
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</member>
<member name="audio/driver" type="String" setter="" getter="">
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.
</member>
<member name="audio/enable_audio_input" type="bool" setter="" getter="" default="false">
If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
2018-12-13 16:35:01 +01:00
</member>
<member name="audio/mix_rate" type="int" setter="" getter="" default="44100">
Mixing rate used for audio. In general, it's better to not touch this and leave it to the host operating system.
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</member>
<member name="audio/output_latency" type="int" setter="" getter="" default="15">
Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.
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</member>
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<member name="audio/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
</member>
<member name="audio/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
</member>
<member name="compression/formats/gzip/compression_level" type="int" setter="" getter="" default="-1">
The default compression level for gzip. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. [code]-1[/code] uses the default gzip compression level, which is identical to [code]6[/code] but could change in the future due to underlying zlib updates.
</member>
<member name="compression/formats/zlib/compression_level" type="int" setter="" getter="" default="-1">
The default compression level for Zlib. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. [code]-1[/code] uses the default gzip compression level, which is identical to [code]6[/code] but could change in the future due to underlying zlib updates.
</member>
<member name="compression/formats/zstd/compression_level" type="int" setter="" getter="" default="3">
The default compression level for Zstandard. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level.
</member>
<member name="compression/formats/zstd/long_distance_matching" type="bool" setter="" getter="" default="false">
Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-distance matching[/url] in Zstandard.
</member>
<member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="" default="27">
Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.
</member>
<member name="debug/gdscript/completion/autocomplete_setters_and_getters" type="bool" setter="" getter="" default="false">
If [code]true[/code], 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.
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</member>
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<member name="debug/gdscript/warnings/assert_always_false" type="bool" setter="" getter="" default="true">
</member>
<member name="debug/gdscript/warnings/assert_always_true" type="bool" setter="" getter="" default="true">
</member>
<member name="debug/gdscript/warnings/constant_used_as_function" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a constant is used as a function.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/deprecated_keyword" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when deprecated keywords are used.
2018-09-15 03:13:47 +02:00
</member>
<member name="debug/gdscript/warnings/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables specific GDScript warnings (see [code]debug/gdscript/warnings/*[/code] settings). If [code]false[/code], disables all GDScript warnings.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/exclude_addons" type="bool" setter="" getter="" default="true">
If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings.
</member>
<member name="debug/gdscript/warnings/function_used_as_property" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when using a function as if it was a property.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/incompatible_ternary" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a ternary operator may emit values with incompatible types.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/integer_division" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when dividing an integer by another integer (the decimal part will be discarded).
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/narrowing_conversion" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/property_used_as_function" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when using a property as if it was a function.
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</member>
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<member name="debug/gdscript/warnings/redundant_await" type="bool" setter="" getter="" default="true">
</member>
<member name="debug/gdscript/warnings/return_value_discarded" type="bool" setter="" getter="" default="true">
2019-05-15 13:00:45 +02:00
If [code]true[/code], 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 [enum Error] enum.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/shadowed_variable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable).
2019-04-19 11:21:09 +02:00
</member>
2020-07-28 01:08:44 +02:00
<member name="debug/gdscript/warnings/shadowed_variable_base_class" type="bool" setter="" getter="" default="true">
</member>
<member name="debug/gdscript/warnings/standalone_expression" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement.
2018-08-21 00:35:30 +02:00
</member>
2020-01-12 14:30:21 +01:00
<member name="debug/gdscript/warnings/standalone_ternary" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when calling a ternary expression that has no effect on the surrounding code, such as writing [code]42 if active else 0[/code] as a statement.
</member>
<member name="debug/gdscript/warnings/treat_warnings_as_errors" type="bool" setter="" getter="" default="false">
If [code]true[/code], all warnings will be reported as if they were errors.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/unassigned_variable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when using a variable that wasn't previously assigned.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/unassigned_variable_op_assign" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/unreachable_code" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed).
2018-08-21 00:35:30 +02:00
</member>
2020-07-28 01:08:44 +02:00
<member name="debug/gdscript/warnings/unreachable_pattern" type="bool" setter="" getter="" default="true">
</member>
<member name="debug/gdscript/warnings/unsafe_call_argument" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when using an expression whose type may not be compatible with the function parameter expected.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/unsafe_cast" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when performing an unsafe cast.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/unsafe_method_access" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when calling a method whose presence is not guaranteed at compile-time in the class.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/unsafe_property_access" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class.
2018-08-21 00:35:30 +02:00
</member>
2020-07-28 01:08:44 +02:00
<member name="debug/gdscript/warnings/unused_local_constant" type="bool" setter="" getter="" default="true">
2018-08-21 00:35:30 +02:00
</member>
2020-07-28 01:08:44 +02:00
<member name="debug/gdscript/warnings/unused_parameter" type="bool" setter="" getter="" default="true">
</member>
<member name="debug/gdscript/warnings/unused_private_class_variable" type="bool" setter="" getter="" default="true">
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/unused_signal" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a signal is unused.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/unused_variable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a local variable is unused.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/gdscript/warnings/void_assignment" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when assigning the result of a function that returns [code]void[/code] to a variable.
2018-08-21 00:35:30 +02:00
</member>
<member name="debug/settings/crash_handler/message" type="String" setter="" getter="" default="&quot;Please include this when reporting the bug on https://github.com/godotengine/godot/issues&quot;">
Message to be displayed before the backtrace when the engine crashes.
</member>
<member name="debug/settings/fps/force_fps" type="int" setter="" getter="" default="0">
Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging.
If [member 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.
</member>
<member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
2018-06-13 14:42:55 +02:00
Maximum call stack allowed for debugging GDScript.
</member>
<member name="debug/settings/profiler/max_functions" type="int" setter="" getter="" default="16384">
2018-06-13 14:42:55 +02:00
Maximum amount of functions per frame allowed when profiling.
</member>
<member name="debug/settings/stdout/print_fps" type="bool" setter="" getter="" default="false">
Print frames per second to standard output every second.
</member>
<member name="debug/settings/stdout/verbose_stdout" type="bool" setter="" getter="" default="false">
Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc.
</member>
<member name="debug/settings/visual_script/max_call_stack" type="int" setter="" getter="" default="1024">
2018-06-13 14:42:55 +02:00
Maximum call stack in visual scripting, to avoid infinite recursion.
</member>
<member name="debug/shapes/collision/contact_color" type="Color" setter="" getter="" default="Color( 1, 0.2, 0.1, 0.8 )">
Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
<member name="debug/shapes/collision/max_contacts_displayed" type="int" setter="" getter="" default="10000">
Maximum number of contact points between collision shapes to display when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
<member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color( 0, 0.6, 0.7, 0.5 )">
Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/disabled_geometry_color" type="Color" setter="" getter="" default="Color( 1, 0.7, 0.1, 0.4 )">
Color of the disabled navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/geometry_color" type="Color" setter="" getter="" default="Color( 0.1, 1, 0.7, 0.4 )">
Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="display/mouse_cursor/custom_image" type="String" setter="" getter="" default="&quot;&quot;">
Custom image for the mouse cursor (limited to 256×256).
</member>
<member name="display/mouse_cursor/custom_image_hotspot" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )">
2018-06-13 14:42:55 +02:00
Hotspot for the custom mouse cursor image.
</member>
<member name="display/mouse_cursor/tooltip_position_offset" type="Vector2" setter="" getter="" default="Vector2( 10, 10 )">
Position offset for tooltips, relative to the mouse cursor's hotspot.
</member>
<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="false">
If [code]true[/code], allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
</member>
<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
</member>
<member name="display/window/force_right_to_left_layout_direction" type="bool" setter="" getter="" default="false">
Force layout direction and text writing direction to RTL for all locales.
</member>
<member name="display/window/handheld/orientation" type="String" setter="" getter="" default="&quot;landscape&quot;">
Default orientation on mobile devices.
</member>
2019-12-17 11:43:07 +01:00
<member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true">
If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
</member>
<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
Forces the main window to be always on top.
[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/borderless" type="bool" setter="" getter="" default="false">
Forces the main window to be borderless.
[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/fullscreen" type="bool" setter="" getter="" default="false">
Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] 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 [url=https://docs.godotengine.org/en/latest/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/height" type="int" setter="" getter="" default="600">
Sets the game's main viewport height. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.
</member>
<member name="display/window/size/resizable" type="bool" setter="" getter="" default="true">
Allows the window to be resizable by default.
[b]Note:[/b] This setting is ignored on iOS and Android.
</member>
<member name="display/window/size/test_height" type="int" setter="" getter="" default="0">
2019-10-03 21:59:20 +02:00
If greater than zero, overrides the window height when running the game. Useful for testing stretch modes.
</member>
<member name="display/window/size/test_width" type="int" setter="" getter="" default="0">
2019-10-03 21:59:20 +02:00
If greater than zero, overrides the window width when running the game. Useful for testing stretch modes.
</member>
<member name="display/window/size/width" type="int" setter="" getter="" default="1024">
2019-10-03 21:59:20 +02:00
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.
</member>
<member name="display/window/tablet_driver" type="String" setter="" getter="">
2020-05-19 22:34:26 +02:00
Specifies the tablet driver to use. If left empty, the default driver will be used.
</member>
<member name="display/window/text_name" type="String" setter="" getter="" default="&quot;&quot;">
Specifies the [TextServer] to use. If left empty, the default will be used.
</member>
<member name="display/window/vsync/use_vsync" type="bool" setter="" getter="" default="true">
If [code]true[/code], 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 [code]false[/code], vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5).
</member>
<member name="display/window/vsync/vsync_via_compositor" type="bool" setter="" getter="" default="false">
If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], 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.)
[b]Note:[/b] 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.
</member>
2019-08-29 15:33:52 +02:00
<member name="editor/script_templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;">
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.
2019-08-29 15:33:52 +02:00
</member>
<member name="editor/search_in_file_extensions" type="PackedStringArray" setter="" getter="" default="PackedStringArray( &quot;gd&quot;, &quot;shader&quot; )">
Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
2019-06-01 12:34:29 +02:00
</member>
<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
</member>
<member name="gui/common/swap_cancel_ok" type="bool" setter="" getter="">
If [code]true[/code], swaps Cancel and OK buttons in dialogs on Windows and UWP to follow interface conventions.
</member>
2020-05-01 12:46:05 +02:00
<member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024">
</member>
<member name="gui/theme/custom" type="String" setter="" getter="" default="&quot;&quot;">
Path to a custom [Theme] resource file to use for the project ([code]theme[/code] or generic [code]tres[/code]/[code]res[/code] extension).
</member>
<member name="gui/theme/custom_font" type="String" setter="" getter="" default="&quot;&quot;">
Path to a custom [Font] resource to use as default for all GUI elements of the project.
</member>
<member name="gui/theme/use_hidpi" type="bool" setter="" getter="" default="false">
If [code]true[/code], makes sure the theme used works with HiDPI.
</member>
<member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="" default="2000">
Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds).
</member>
<member name="gui/timers/text_edit_idle_detect_sec" type="float" setter="" getter="" default="3">
Timer for detecting idle in [TextEdit] (in seconds).
</member>
<member name="gui/timers/tooltip_delay_sec" type="float" setter="" getter="" default="0.5">
Default delay for tooltips (in seconds).
</member>
<member name="input/ui_accept" type="Dictionary" setter="" getter="">
Default [InputEventAction] to confirm a focused button, menu or list item, or validate input.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
2019-07-15 20:42:47 +02:00
</member>
<member name="input/ui_cancel" type="Dictionary" setter="" getter="">
Default [InputEventAction] to discard a modal or pending input.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
2019-07-15 20:42:47 +02:00
</member>
<member name="input/ui_down" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move down in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
2019-07-15 20:42:47 +02:00
</member>
<member name="input/ui_end" type="Dictionary" setter="" getter="">
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 [constant KEY_END] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
2019-07-15 20:42:47 +02:00
</member>
<member name="input/ui_focus_next" type="Dictionary" setter="" getter="">
Default [InputEventAction] to focus the next [Control] in the scene. The focus behavior can be configured via [member Control.focus_next].
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
2019-07-15 20:42:47 +02:00
</member>
<member name="input/ui_focus_prev" type="Dictionary" setter="" getter="">
Default [InputEventAction] to focus the previous [Control] in the scene. The focus behavior can be configured via [member Control.focus_previous].
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
2019-07-15 20:42:47 +02:00
</member>
<member name="input/ui_home" type="Dictionary" setter="" getter="">
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 [constant KEY_HOME] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
2019-07-15 20:42:47 +02:00
</member>
<member name="input/ui_left" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move left in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
2019-07-15 20:42:47 +02:00
</member>
<member name="input/ui_page_down" type="Dictionary" setter="" getter="">
Default [InputEventAction] to go down a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
2019-07-15 20:42:47 +02:00
</member>
<member name="input/ui_page_up" type="Dictionary" setter="" getter="">
Default [InputEventAction] to go up a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
2019-07-15 20:42:47 +02:00
</member>
<member name="input/ui_right" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move right in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
2019-07-15 20:42:47 +02:00
</member>
<member name="input/ui_select" type="Dictionary" setter="" getter="">
Default [InputEventAction] to select an item in a [Control] (e.g. in an [ItemList] or a [Tree]).
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
2019-07-15 20:42:47 +02:00
</member>
<member name="input/ui_up" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move up in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input_devices/pointing/emulate_mouse_from_touch" type="bool" setter="" getter="" default="true">
If [code]true[/code], sends mouse input events when tapping or swiping on the touchscreen.
</member>
<member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false">
If [code]true[/code], sends touch input events when clicking or dragging the mouse.
</member>
2020-10-09 15:04:15 +02:00
<member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
2020-09-28 21:24:35 +02:00
Default delay for touch events. This only affects iOS devices.
</member>
<member name="layer_names/2d_physics/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 0. If left empty, the layer will display as "Layer 0".
</member>
<member name="layer_names/2d_physics/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/2d_physics/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/2d_physics/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/2d_physics/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/2d_physics/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/2d_physics/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 14. If left empty, the layer will display as "Layer 14".
</member>
<member name="layer_names/2d_physics/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/2d_physics/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/2d_physics/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/2d_physics/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/2d_physics/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/2d_physics/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/2d_physics/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/2d_physics/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/2d_physics/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/2d_physics/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/2d_physics/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/2d_physics/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/2d_physics/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 9. If left empty, the layer will display as "Layer 9".
</member>
<member name="layer_names/2d_render/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 0. If left empty, the layer will display as "Layer 0".
</member>
<member name="layer_names/2d_render/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/2d_render/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/2d_render/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/2d_render/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/2d_render/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/2d_render/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 14. If left empty, the layer will display as "Layer 14".
</member>
<member name="layer_names/2d_render/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/2d_render/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/2d_render/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/2d_render/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/2d_render/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/2d_render/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/2d_render/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/2d_render/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/2d_render/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/2d_render/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/2d_render/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/2d_render/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/2d_render/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 9. If left empty, the layer will display as "Layer 9".
</member>
<member name="layer_names/3d_physics/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 0. If left empty, the layer will display as "Layer 0".
</member>
<member name="layer_names/3d_physics/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/3d_physics/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/3d_physics/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/3d_physics/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/3d_physics/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/3d_physics/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 14. If left empty, the layer will display as "Layer 14".
</member>
<member name="layer_names/3d_physics/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/3d_physics/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/3d_physics/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/3d_physics/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/3d_physics/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/3d_physics/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/3d_physics/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/3d_physics/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/3d_physics/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/3d_physics/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/3d_physics/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/3d_physics/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/3d_physics/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D physics layer 9. If left empty, the layer will display as "Layer 9".
</member>
<member name="layer_names/3d_render/layer_0" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 0. If left empty, the layer will display as "Layer 0".
</member>
<member name="layer_names/3d_render/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/3d_render/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/3d_render/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/3d_render/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/3d_render/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/3d_render/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 14. If left empty, the layer will display as "Layer 14"
</member>
<member name="layer_names/3d_render/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/3d_render/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/3d_render/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/3d_render/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/3d_render/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/3d_render/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/3d_render/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/3d_render/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/3d_render/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/3d_render/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/3d_render/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/3d_render/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/3d_render/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 3D render layer 9. If left empty, the layer will display as "Layer 9".
</member>
<member name="locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
</member>
<member name="locale/test" type="String" setter="" getter="" default="&quot;&quot;">
If non-empty, this locale will be used when running the project from the editor.
</member>
<member name="logging/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false">
If [code]true[/code], logs all output to files.
</member>
<member name="logging/file_logging/enable_file_logging.pc" type="bool" setter="" getter="" default="true">
Desktop override for [member logging/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms.
</member>
<member name="logging/file_logging/log_path" type="String" setter="" getter="" default="&quot;user://logs/godot.log&quot;">
Path to logs within the project. Using an [code]user://[/code] path is recommended.
</member>
<member name="logging/file_logging/max_log_files" type="int" setter="" getter="" default="5">
Specifies the maximum amount of log files allowed (used for rotation).
</member>
<member name="memory/limits/command_queue/multithreading_queue_size_kb" type="int" setter="" getter="" default="256">
</member>
2020-10-09 15:04:15 +02:00
<member name="memory/limits/message_queue/max_size_kb" type="int" setter="" getter="" default="4096">
2018-06-13 14:42:55 +02:00
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.
</member>
<member name="memory/limits/multithreaded_server/rid_pool_prealloc" type="int" setter="" getter="" default="60">
This is used by servers when used in multi-threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number.
</member>
<member name="mono/debugger_agent/port" type="int" setter="" getter="" default="23685">
</member>
<member name="mono/debugger_agent/wait_for_debugger" type="bool" setter="" getter="" default="false">
</member>
<member name="mono/debugger_agent/wait_timeout" type="int" setter="" getter="" default="3000">
</member>
<member name="mono/profiler/args" type="String" setter="" getter="" default="&quot;log:calls,alloc,sample,output=output.mlpd&quot;">
</member>
<member name="mono/profiler/enabled" type="bool" setter="" getter="" default="false">
</member>
<member name="mono/project/auto_update_project" type="bool" setter="" getter="" default="true">
</member>
<member name="mono/unhandled_exception_policy" type="int" setter="" getter="" default="0">
</member>
2020-03-13 17:16:44 +01:00
<member name="network/limits/debugger/max_chars_per_second" type="int" setter="" getter="" default="32768">
2018-06-13 14:42:55 +02:00
Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
</member>
2020-03-13 17:16:44 +01:00
<member name="network/limits/debugger/max_errors_per_second" type="int" setter="" getter="" default="400">
Maximum number of errors allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
</member>
2020-03-13 17:16:44 +01:00
<member name="network/limits/debugger/max_queued_messages" type="int" setter="" getter="" default="2048">
Maximum amount of messages in the debugger queue. Over this value, content is dropped. This helps to limit the debugger memory usage.
</member>
2020-03-13 17:16:44 +01:00
<member name="network/limits/debugger/max_warnings_per_second" type="int" setter="" getter="" default="400">
Maximum number of warnings allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
</member>
<member name="network/limits/packet_peer_stream/max_buffer_po2" type="int" setter="" getter="" default="16">
Default size of packet peer stream for deserializing Godot data (in bytes, specified as a power of two). The default value [code]16[/code] is equal to 65,536 bytes. Over this size, data is dropped.
</member>
<member name="network/limits/tcp/connect_timeout_seconds" type="int" setter="" getter="" default="30">
Timeout (in seconds) for connection attempts using TCP.
</member>
<member name="network/limits/webrtc/max_channel_in_buffer_kb" type="int" setter="" getter="" default="64">
Maximum size (in kiB) for the [WebRTCDataChannel] input buffer.
</member>
<member name="network/remote_fs/page_read_ahead" type="int" setter="" getter="" default="4">
Amount of read ahead used by remote filesystem. Higher values decrease the effects of latency at the cost of higher bandwidth usage.
</member>
<member name="network/remote_fs/page_size" type="int" setter="" getter="" default="65536">
Page size used by remote filesystem (in bytes).
</member>
<member name="network/ssl/certificate_bundle_override" type="String" setter="" getter="" default="&quot;&quot;">
The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used.
If in doubt, leave this setting empty.
</member>
<member name="node/name_casing" type="int" setter="" getter="" default="0">
When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.
</member>
<member name="node/name_num_separator" type="int" setter="" getter="" default="0">
2018-06-13 14:42:55 +02:00
What to use to separate node name from number. This is mostly an editor setting.
</member>
<member name="physics/2d/bp_hash_table_size" type="int" setter="" getter="" default="4096">
Size of the hash table used for the broad-phase 2D hash grid algorithm.
</member>
<member name="physics/2d/cell_size" type="int" setter="" getter="" default="128">
Cell size used for the broad-phase 2D hash grid algorithm (in pixels).
</member>
<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
The default angular damp in 2D.
2020-10-06 20:01:33 +02:00
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98">
The default gravity strength in 2D.
[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
[codeblocks]
[gdscript]
# Set the default gravity strength to 98.
PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY, 98)
[/gdscript]
[csharp]
// Set the default gravity strength to 98.
PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.Gravity, 98);
[/csharp]
[/codeblocks]
</member>
<member name="physics/2d/default_gravity_vector" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )">
The default gravity direction in 2D.
[b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
[codeblocks]
[gdscript]
# Set the default gravity direction to `Vector2(0, 1)`.
PhysicsServer2D.area_set_param(get_viewport().find_world_2d().space, PhysicsServer2D.AREA_PARAM_GRAVITY_VECTOR, Vector2.DOWN)
[/gdscript]
[csharp]
// Set the default gravity direction to `Vector2(0, 1)`.
PhysicsServer2D.AreaSetParam(GetViewport().FindWorld2d().Space, PhysicsServer2D.AreaParameter.GravityVector, Vector2.Down)
[/csharp]
[/codeblocks]
</member>
<member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1">
The default linear damp in 2D.
2020-10-06 20:01:33 +02:00
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/2d/large_object_surface_threshold_in_cells" type="int" setter="" getter="" default="512">
Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm.
</member>
<member name="physics/2d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 2D physics.
"DEFAULT" and "GodotPhysics2D" are the same, as there is currently no alternative 2D physics server implemented.
</member>
<member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
</member>
<member name="physics/2d/sleep_threshold_linear" type="float" setter="" getter="" default="2.0">
Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
</member>
<member name="physics/2d/thread_model" type="int" setter="" getter="" default="1">
Sets whether physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
[b]Warning:[/b] 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.
</member>
<member name="physics/2d/time_before_sleep" type="float" setter="" getter="" default="0.5">
Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP].
</member>
<member name="physics/3d/active_soft_world" type="bool" setter="" getter="" default="true">
Sets whether the 3D physics world will be created with support for [SoftBody3D] physics. Only applies to the Bullet physics engine.
</member>
<member name="physics/3d/default_angular_damp" type="float" setter="" getter="" default="0.1">
The default angular damp in 3D.
2020-10-06 20:01:33 +02:00
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8">
The default gravity strength in 3D.
[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
[codeblocks]
[gdscript]
# Set the default gravity strength to 9.8.
PhysicsServer3D.area_set_param(get_viewport().find_world().space, PhysicsServer3D.AREA_PARAM_GRAVITY, 9.8)
[/gdscript]
[csharp]
// Set the default gravity strength to 9.8.
PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D.AreaParameter.Gravity, 9.8);
[/csharp]
[/codeblocks]
</member>
<member name="physics/3d/default_gravity_vector" type="Vector3" setter="" getter="" default="Vector3( 0, -1, 0 )">
The default gravity direction in 3D.
[b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
[codeblocks]
[gdscript]
# Set the default gravity direction to `Vector3(0, -1, 0)`.
PhysicsServer3D.area_set_param(get_viewport().find_world().get_space(), PhysicsServer3D.AREA_PARAM_GRAVITY_VECTOR, Vector3.DOWN)
[/gdscript]
[csharp]
// Set the default gravity direction to `Vector3(0, -1, 0)`.
PhysicsServer3D.AreaSetParam(GetViewport().FindWorld().Space, PhysicsServer3D.AreaParameter.GravityVector, Vector3.Down)
[/csharp]
[/codeblocks]
</member>
<member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1">
The default linear damp in 3D.
2020-10-06 20:01:33 +02:00
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 3D physics.
"DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative.
</member>
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.
</member>
<member name="physics/common/physics_fps" type="int" setter="" getter="" default="60">
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run.
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.iterations_per_second] instead.
</member>
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_jitter_fix] instead.
</member>
<member name="rendering/environment/default_clear_color" type="Color" setter="" getter="" default="Color( 0.3, 0.3, 0.3, 1 )">
Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color].
</member>
<member name="rendering/environment/default_environment" type="String" setter="" getter="" default="&quot;&quot;">
2020-01-23 07:12:52 +01:00
[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 [code]default_env.tres[/code], or to specify a different default environment here.
</member>
<member name="rendering/gpu_lightmapper/performance/max_rays_per_pass" type="int" setter="" getter="" default="32">
</member>
<member name="rendering/gpu_lightmapper/performance/max_rays_per_probe_pass" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/gpu_lightmapper/performance/region_size" type="int" setter="" getter="" default="512">
</member>
<member name="rendering/gpu_lightmapper/quality/high_quality_probe_ray_count" type="int" setter="" getter="" default="512">
</member>
<member name="rendering/gpu_lightmapper/quality/high_quality_ray_count" type="int" setter="" getter="" default="256">
</member>
<member name="rendering/gpu_lightmapper/quality/low_quality_probe_ray_count" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/gpu_lightmapper/quality/low_quality_ray_count" type="int" setter="" getter="" default="16">
</member>
<member name="rendering/gpu_lightmapper/quality/medium_quality_probe_ray_count" type="int" setter="" getter="" default="256">
</member>
<member name="rendering/gpu_lightmapper/quality/medium_quality_ray_count" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/gpu_lightmapper/quality/ultra_quality_probe_ray_count" type="int" setter="" getter="" default="2048">
</member>
<member name="rendering/gpu_lightmapper/quality/ultra_quality_ray_count" type="int" setter="" getter="" default="1024">
</member>
<member name="rendering/high_end/global_shader_variables_buffer_size" type="int" setter="" getter="" default="65536">
</member>
<member name="rendering/lightmapper/probe_capture_update_speed" type="float" setter="" getter="" default="15">
</member>
<member name="rendering/limits/rendering/max_renderable_elements" type="int" setter="" getter="" default="128000">
2019-07-29 21:12:57 +02:00
Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves.
</member>
2020-05-01 12:46:05 +02:00
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
</member>
<member name="rendering/quality/2d/snap_2d_transforms_to_pixel" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/quality/2d/snap_2d_vertices_to_pixel" type="bool" setter="" getter="" default="false">
</member>
<member name="rendering/quality/2d_sdf/oversize" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/quality/2d_sdf/scale" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/quality/2d_shadow_atlas/size" type="int" setter="" getter="" default="2048">
</member>
<member name="rendering/quality/depth_of_field/depth_of_field_bokeh_quality" type="int" setter="" getter="" default="2">
Sets the quality of the depth of field effect. Higher quality takes more samples, which is slower but looks smoother.
</member>
<member name="rendering/quality/depth_of_field/depth_of_field_bokeh_shape" type="int" setter="" getter="" default="1">
Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the fastest. Circle is the most realistic, but also the most expensive to compute.
</member>
<member name="rendering/quality/depth_of_field/depth_of_field_use_jitter" type="bool" setter="" getter="" default="false">
If [code]true[/code], jitters DOF samples to make effect slightly blurrier and hide lines created from low sample rates. This can result in a slightly grainy appearance when used with a low number of samples.
</member>
<member name="rendering/quality/depth_prepass/disable_for_vendors" type="String" setter="" getter="" default="&quot;PowerVR,Mali,Adreno,Apple&quot;">
Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this.
</member>
<member name="rendering/quality/depth_prepass/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
</member>
<member name="rendering/quality/directional_shadow/size" type="int" setter="" getter="" default="4096">
The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2.
</member>
<member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/directional_shadow/soft_shadow_quality" type="int" setter="" getter="" default="2">
Quality setting for shadows cast by [DirectionalLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
</member>
<member name="rendering/quality/directional_shadow/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/directional_shadow/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/driver/driver_name" type="String" setter="" getter="" default="&quot;Vulkan&quot;">
The video driver to use ("GLES2" or "Vulkan").
[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--rendering-driver[/code] command line argument.
[b]FIXME:[/b] No longer valid after DisplayServer split:
In such cases, this property is not updated, so use [code]OS.get_current_video_driver[/code] to query it at run-time.
2018-08-29 22:25:11 +02:00
</member>
<member name="rendering/quality/gi_probes/anisotropic" type="bool" setter="" getter="" default="false">
If [code]true[/code], take additional samples when rendering objects affected by a [GIProbe] to reduce artifacts from only sampling in one direction.
</member>
<member name="rendering/quality/gi_probes/quality" type="int" setter="" getter="" default="1">
Sets the number of cone samples taken when rendering objects affected by [GIProbe]s.
</member>
<member name="rendering/quality/glow/upscale_mode" type="int" setter="" getter="" default="1">
Sets how the glow effect is upscaled before being copied onto the screen. Linear is faster, but looks blocky. Bicubic is slower but looks smooth.
</member>
<member name="rendering/quality/glow/upscale_mode.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/glow/upscale_mode] on mobile devices, due to performance concerns or driver support.
</member>
2020-09-01 08:04:45 +02:00
<member name="rendering/quality/glow/use_high_quality" type="bool" setter="" getter="" default="false">
Takes more samples during downsample pass of glow. This ensures that single pixels are captured by glow which makes the glow look smoother and more stable during movement. However, it is very expensive and makes the glow post process take twice as long.
</member>
<member name="rendering/quality/intended_usage/framebuffer_allocation" type="int" setter="" getter="" default="2">
2020-01-23 07:12:52 +01:00
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 [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects will not be available in the [Environment].
</member>
<member name="rendering/quality/intended_usage/framebuffer_allocation.mobile" type="int" setter="" getter="" default="3">
Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/reflection_atlas/reflection_count" type="int" setter="" getter="" default="64">
2020-02-21 00:27:34 +01:00
Number of cubemaps to store in the reflection atlas. The number of [ReflectionProbe]s in a scene will be limited by this amount. A higher number requires more VRAM.
</member>
2020-03-20 01:32:19 +01:00
<member name="rendering/quality/reflection_atlas/reflection_size" type="int" setter="" getter="" default="256">
2020-02-21 00:27:34 +01:00
Size of cubemap faces for [ReflectionProbe]s. A higher number requires more VRAM and may make reflection probe updating slower.
</member>
<member name="rendering/quality/reflection_atlas/reflection_size.mobile" type="int" setter="" getter="" default="128">
2020-02-21 00:27:34 +01:00
Lower-end override for [member rendering/quality/reflection_atlas/reflection_size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/reflections/fast_filter_high_quality" type="bool" setter="" getter="" default="false">
Use a higher quality variant of the fast filtering algorithm. Significantly slower than using default quality, but results in smoother reflections. Should only be used when the scene is especially detailed.
</member>
<member name="rendering/quality/reflections/ggx_samples" type="int" setter="" getter="" default="1024">
2020-02-21 00:27:34 +01:00
Sets the number of samples to take when using importance sampling for [Sky]s and [ReflectionProbe]s. A higher value will result in smoother, higher quality reflections, but increases time to calculate radiance maps. In general, fewer samples are needed for simpler, low dynamic range environments while more samples are needed for HDR environments and environments with a high level of detail.
</member>
<member name="rendering/quality/reflections/ggx_samples.mobile" type="int" setter="" getter="" default="128">
2020-02-21 00:27:34 +01:00
Lower-end override for [member rendering/quality/reflections/ggx_samples] on mobile devices, due to performance concerns or driver support.
</member>
2020-03-20 01:32:19 +01:00
<member name="rendering/quality/reflections/roughness_layers" type="int" setter="" getter="" default="8">
2020-02-21 00:27:34 +01:00
Limits the number of layers to use in radiance maps when using importance sampling. A lower number will be slightly faster and take up less VRAM.
</member>
<member name="rendering/quality/reflections/texture_array_reflections" type="bool" setter="" getter="" default="true">
2020-02-21 00:27:34 +01:00
If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise and upscaling artifacts on reflections, but is significantly slower to compute and uses [member rendering/quality/reflections/roughness_layers] times more memory.
</member>
<member name="rendering/quality/reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/quality/reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/screen_filters/msaa" type="int" setter="" getter="" default="0">
Sets the number of MSAA samples to use (as a power of two). 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.
[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend.
</member>
<member name="rendering/quality/screen_filters/screen_space_aa" type="int" setter="" getter="" default="0">
Sets the screen-space antialiasing mode for the default screen [Viewport]. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry.
Another way to combat specular aliasing is to enable [member rendering/quality/screen_filters/screen_space_roughness_limiter_enabled].
</member>
<member name="rendering/quality/screen_filters/screen_space_roughness_limiter_amount" type="float" setter="" getter="" default="0.25">
</member>
<member name="rendering/quality/screen_filters/screen_space_roughness_limiter_enabled" type="bool" setter="" getter="" default="true">
</member>
<member name="rendering/quality/screen_filters/screen_space_roughness_limiter_limit" type="float" setter="" getter="" default="0.18">
</member>
<member name="rendering/quality/screen_filters/use_debanding" type="bool" setter="" getter="" default="false">
</member>
2020-04-03 10:11:23 +02:00
<member name="rendering/quality/screen_space_reflection/roughness_quality" type="int" setter="" getter="" default="1">
Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better.
2020-04-03 10:11:23 +02:00
</member>
<member name="rendering/quality/shading/force_blinn_over_ggx" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.
2018-10-07 15:52:07 +02:00
</member>
<member name="rendering/quality/shading/force_blinn_over_ggx.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/quality/shading/force_blinn_over_ggx] on mobile devices, due to performance concerns or driver support.
2018-10-07 15:52:07 +02:00
</member>
<member name="rendering/quality/shading/force_lambert_over_burley" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley.
2018-10-07 15:52:07 +02:00
</member>
<member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/quality/shading/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support.
2018-10-07 15:52:07 +02:00
</member>
<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="" default="false">
If [code]true[/code], forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
</member>
<member name="rendering/quality/shading/force_vertex_shading.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/quality/shading/force_vertex_shading] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/shadow_atlas/quadrant_0_subdiv" type="int" setter="" getter="" default="1">
2018-06-13 14:42:55 +02:00
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/quality/shadow_atlas/quadrant_1_subdiv" type="int" setter="" getter="" default="2">
2018-06-13 14:42:55 +02:00
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/quality/shadow_atlas/quadrant_2_subdiv" type="int" setter="" getter="" default="3">
2018-06-13 14:42:55 +02:00
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/quality/shadow_atlas/quadrant_3_subdiv" type="int" setter="" getter="" default="4">
2018-06-13 14:42:55 +02:00
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
</member>
<member name="rendering/quality/shadow_atlas/size" type="int" setter="" getter="" default="4096">
Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
</member>
<member name="rendering/quality/shadow_atlas/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/quality/shadow_atlas/size] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/shadows/soft_shadow_quality" type="int" setter="" getter="" default="2">
Quality setting for shadows cast by [OmniLight3D]s and [SpotLight3D]s. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
</member>
<member name="rendering/quality/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support.
</member>
2020-12-08 06:37:09 +01:00
<member name="rendering/quality/ssao/adaptive_target" type="float" setter="" getter="" default="0.5">
Quality target to use when [member rendering/quality/ssao/quality] is set to [code]ULTRA[/code]. A value of [code]0.0[/code] provides a quality and speed similar to [code]MEDIUM[/code] while a value of [code]1.0[/code] provides much higher quality than any of the other settings at the cost of performance.
</member>
<member name="rendering/quality/ssao/blur_passes" type="int" setter="" getter="" default="2">
Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
</member>
<member name="rendering/quality/ssao/fadeout_from" type="float" setter="" getter="" default="50.0">
Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion at great distances.
</member>
<member name="rendering/quality/ssao/fadeout_to" type="float" setter="" getter="" default="300.0">
Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion at great distances.
</member>
<member name="rendering/quality/ssao/half_size" type="bool" setter="" getter="" default="false">
If [code]true[/code], screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details.
</member>
2020-12-08 06:37:09 +01:00
<member name="rendering/quality/ssao/half_size.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/quality/ssao/half_size] on mobile devices, due to performance concerns.
</member>
<member name="rendering/quality/ssao/quality" type="int" setter="" getter="" default="2">
Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to [code]ULTRA[/code] will use the [member rendering/quality/ssao/adaptive_target] setting.
</member>
<member name="rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale" type="float" setter="" getter="" default="0.01">
Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth.
</member>
<member name="rendering/quality/subsurface_scattering/subsurface_scattering_quality" type="int" setter="" getter="" default="1">
Sets the quality of the subsurface scattering effect. Higher values are slower but look nicer.
</member>
<member name="rendering/quality/subsurface_scattering/subsurface_scattering_scale" type="float" setter="" getter="" default="0.05">
Scales the distance over which samples are taken for subsurface scattering effect. Changing this does not impact performance, but higher values will result in significant artifacts as the samples will become obviously spread out. A lower value results in a smaller spread of scattered light.
</member>
<member name="rendering/quality/texture_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2">
Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled.
</member>
<member name="rendering/quality/texture_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false">
If [code]true[/code], 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 [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used.
</member>
<member name="rendering/sdfgi/frames_to_converge" type="int" setter="" getter="" default="1">
</member>
<member name="rendering/sdfgi/probe_ray_count" type="int" setter="" getter="" default="2">
</member>
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
2020-08-31 11:25:11 +02:00
<member name="rendering/volumetric_fog/directional_shadow_shrink" type="int" setter="" getter="" default="512">
</member>
<member name="rendering/volumetric_fog/positional_shadow_shrink" type="int" setter="" getter="" default="512">
</member>
<member name="rendering/volumetric_fog/use_filter" type="int" setter="" getter="" default="0">
</member>
<member name="rendering/volumetric_fog/volume_depth" type="int" setter="" getter="" default="128">
</member>
<member name="rendering/volumetric_fog/volume_size" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/vram_compression/import_bptc" type="bool" setter="" getter="" default="false">
If [code]true[/code], 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 Vulkan renderer.
2018-08-29 22:25:11 +02:00
</member>
<member name="rendering/vram_compression/import_etc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures.
</member>
<member name="rendering/vram_compression/import_etc2" type="bool" setter="" getter="" default="true">
If [code]true[/code], 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 Vulkan renderer.
</member>
<member name="rendering/vram_compression/import_pvrtc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS.
</member>
<member name="rendering/vram_compression/import_s3tc" type="bool" setter="" getter="" default="true">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
</member>
<member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
</member>
<member name="rendering/vulkan/staging_buffer/block_size_kb" type="int" setter="" getter="" default="256">
</member>
<member name="rendering/vulkan/staging_buffer/max_size_mb" type="int" setter="" getter="" default="128">
</member>
<member name="rendering/vulkan/staging_buffer/texture_upload_region_size_px" type="int" setter="" getter="" default="64">
</member>
<member name="world/2d/cell_size" type="int" setter="" getter="" default="100">
Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in pixels).
</member>
</members>
<constants>
</constants>
</class>