ProjectSettings

Inherits: Object

Category: Core

Brief Description

Contains global variables accessible from everywhere.

Properties

Stringandroid/modules
Colorapplication/boot_splash/bg_color
boolapplication/boot_splash/fullsize
Stringapplication/boot_splash/image
Stringapplication/config/custom_user_dir_name
Stringapplication/config/icon
Stringapplication/config/name
Stringapplication/config/project_settings_override
boolapplication/config/use_custom_user_dir
boolapplication/run/disable_stderr
boolapplication/run/disable_stdout
intapplication/run/frame_delay_msec
boolapplication/run/low_processor_mode
intapplication/run/low_processor_mode_sleep_usec
Stringapplication/run/main_scene
floataudio/channel_disable_threshold_db
floataudio/channel_disable_time
Stringaudio/driver
boolaudio/enable_audio_input
intaudio/mix_rate
intaudio/output_latency
intaudio/video_delay_compensation_ms
intcompression/formats/gzip/compression_level
intcompression/formats/zlib/compression_level
intcompression/formats/zstd/compression_level
boolcompression/formats/zstd/long_distance_matching
intcompression/formats/zstd/window_log_size
booldebug/gdscript/completion/autocomplete_setters_and_getters
booldebug/gdscript/warnings/constant_used_as_function
booldebug/gdscript/warnings/deprecated_keyword
booldebug/gdscript/warnings/enable
booldebug/gdscript/warnings/exclude_addons
booldebug/gdscript/warnings/function_conflicts_constant
booldebug/gdscript/warnings/function_conflicts_variable
booldebug/gdscript/warnings/function_may_yield
booldebug/gdscript/warnings/function_used_as_property
booldebug/gdscript/warnings/incompatible_ternary
booldebug/gdscript/warnings/integer_division
booldebug/gdscript/warnings/narrowing_conversion
booldebug/gdscript/warnings/property_used_as_function
booldebug/gdscript/warnings/return_value_discarded
booldebug/gdscript/warnings/shadowed_variable
booldebug/gdscript/warnings/standalone_expression
booldebug/gdscript/warnings/treat_warnings_as_errors
booldebug/gdscript/warnings/unassigned_variable
booldebug/gdscript/warnings/unassigned_variable_op_assign
booldebug/gdscript/warnings/unreachable_code
booldebug/gdscript/warnings/unsafe_call_argument
booldebug/gdscript/warnings/unsafe_cast
booldebug/gdscript/warnings/unsafe_method_access
booldebug/gdscript/warnings/unsafe_property_access
booldebug/gdscript/warnings/unused_argument
booldebug/gdscript/warnings/unused_class_variable
booldebug/gdscript/warnings/unused_signal
booldebug/gdscript/warnings/unused_variable
booldebug/gdscript/warnings/variable_conflicts_function
booldebug/gdscript/warnings/void_assignment
Stringdebug/settings/crash_handler/message
intdebug/settings/fps/force_fps
intdebug/settings/gdscript/max_call_stack
intdebug/settings/profiler/max_functions
booldebug/settings/stdout/print_fps
booldebug/settings/stdout/verbose_stdout
intdebug/settings/visual_script/max_call_stack
Stringdisplay/mouse_cursor/custom_image
Vector2display/mouse_cursor/custom_image_hotspot
Vector2display/mouse_cursor/tooltip_position_offset
booldisplay/window/dpi/allow_hidpi
booldisplay/window/energy_saving/keep_screen_on
Stringdisplay/window/handheld/orientation
booldisplay/window/per_pixel_transparency/allowed
booldisplay/window/per_pixel_transparency/enabled
booldisplay/window/per_pixel_transparency/splash
booldisplay/window/size/always_on_top
booldisplay/window/size/borderless
booldisplay/window/size/fullscreen
intdisplay/window/size/height
booldisplay/window/size/resizable
intdisplay/window/size/test_height
intdisplay/window/size/test_width
intdisplay/window/size/width
booldisplay/window/vsync/use_vsync
booleditor/active
intgui/common/default_scroll_deadzone
boolgui/common/swap_ok_cancel
Stringgui/theme/custom
Stringgui/theme/custom_font
boolgui/theme/use_hidpi
intgui/timers/incremental_search_max_interval_msec
floatgui/timers/text_edit_idle_detect_sec
Dictionaryinput/ui_accept
Dictionaryinput/ui_cancel
Dictionaryinput/ui_down
Dictionaryinput/ui_end
Dictionaryinput/ui_focus_next
Dictionaryinput/ui_focus_prev
Dictionaryinput/ui_home
Dictionaryinput/ui_left
Dictionaryinput/ui_page_down
Dictionaryinput/ui_page_up
Dictionaryinput/ui_right
Dictionaryinput/ui_select
Dictionaryinput/ui_up
boolinput_devices/pointing/emulate_mouse_from_touch
boolinput_devices/pointing/emulate_touch_from_mouse
Stringlayer_names/2d_physics/layer_1
Stringlayer_names/2d_physics/layer_10
Stringlayer_names/2d_physics/layer_11
Stringlayer_names/2d_physics/layer_12
Stringlayer_names/2d_physics/layer_13
Stringlayer_names/2d_physics/layer_14
Stringlayer_names/2d_physics/layer_15
Stringlayer_names/2d_physics/layer_16
Stringlayer_names/2d_physics/layer_17
Stringlayer_names/2d_physics/layer_18
Stringlayer_names/2d_physics/layer_19
Stringlayer_names/2d_physics/layer_2
Stringlayer_names/2d_physics/layer_20
Stringlayer_names/2d_physics/layer_3
Stringlayer_names/2d_physics/layer_4
Stringlayer_names/2d_physics/layer_5
Stringlayer_names/2d_physics/layer_6
Stringlayer_names/2d_physics/layer_7
Stringlayer_names/2d_physics/layer_8
Stringlayer_names/2d_physics/layer_9
Stringlayer_names/2d_render/layer_1
Stringlayer_names/2d_render/layer_10
Stringlayer_names/2d_render/layer_11
Stringlayer_names/2d_render/layer_12
Stringlayer_names/2d_render/layer_13
Stringlayer_names/2d_render/layer_14
Stringlayer_names/2d_render/layer_15
Stringlayer_names/2d_render/layer_16
Stringlayer_names/2d_render/layer_17
Stringlayer_names/2d_render/layer_18
Stringlayer_names/2d_render/layer_19
Stringlayer_names/2d_render/layer_2
Stringlayer_names/2d_render/layer_20
Stringlayer_names/2d_render/layer_3
Stringlayer_names/2d_render/layer_4
Stringlayer_names/2d_render/layer_5
Stringlayer_names/2d_render/layer_6
Stringlayer_names/2d_render/layer_7
Stringlayer_names/2d_render/layer_8
Stringlayer_names/2d_render/layer_9
Stringlayer_names/3d_physics/layer_1
Stringlayer_names/3d_physics/layer_10
Stringlayer_names/3d_physics/layer_11
Stringlayer_names/3d_physics/layer_12
Stringlayer_names/3d_physics/layer_13
Stringlayer_names/3d_physics/layer_14
Stringlayer_names/3d_physics/layer_15
Stringlayer_names/3d_physics/layer_16
Stringlayer_names/3d_physics/layer_17
Stringlayer_names/3d_physics/layer_18
Stringlayer_names/3d_physics/layer_19
Stringlayer_names/3d_physics/layer_2
Stringlayer_names/3d_physics/layer_20
Stringlayer_names/3d_physics/layer_3
Stringlayer_names/3d_physics/layer_4
Stringlayer_names/3d_physics/layer_5
Stringlayer_names/3d_physics/layer_6
Stringlayer_names/3d_physics/layer_7
Stringlayer_names/3d_physics/layer_8
Stringlayer_names/3d_physics/layer_9
Stringlayer_names/3d_render/layer_1
Stringlayer_names/3d_render/layer_10
Stringlayer_names/3d_render/layer_11
Stringlayer_names/3d_render/layer_12
Stringlayer_names/3d_render/layer_13
Stringlayer_names/3d_render/layer_14
Stringlayer_names/3d_render/layer_15
Stringlayer_names/3d_render/layer_16
Stringlayer_names/3d_render/layer_17
Stringlayer_names/3d_render/layer_18
Stringlayer_names/3d_render/layer_19
Stringlayer_names/3d_render/layer_2
Stringlayer_names/3d_render/layer_20
Stringlayer_names/3d_render/layer_3
Stringlayer_names/3d_render/layer_4
Stringlayer_names/3d_render/layer_5
Stringlayer_names/3d_render/layer_6
Stringlayer_names/3d_render/layer_7
Stringlayer_names/3d_render/layer_8
Stringlayer_names/3d_render/layer_9
Stringlocale/fallback
Stringlocale/test
boollogging/file_logging/enable_file_logging
Stringlogging/file_logging/log_path
intlogging/file_logging/max_log_files
intmemory/limits/message_queue/max_size_kb
intmemory/limits/multithreaded_server/rid_pool_prealloc
intnetwork/limits/debugger_stdout/max_chars_per_second
intnetwork/limits/debugger_stdout/max_errors_per_frame
intnetwork/limits/debugger_stdout/max_messages_per_frame
intnetwork/limits/packet_peer_stream/max_buffer_po2
intnetwork/limits/websocket_client/max_in_buffer_kb
intnetwork/limits/websocket_client/max_in_packets
intnetwork/limits/websocket_client/max_out_buffer_kb
intnetwork/limits/websocket_client/max_out_packets
intnetwork/limits/websocket_server/max_in_buffer_kb
intnetwork/limits/websocket_server/max_in_packets
intnetwork/limits/websocket_server/max_out_buffer_kb
intnetwork/limits/websocket_server/max_out_packets
intnetwork/remote_fs/page_read_ahead
intnetwork/remote_fs/page_size
intnode/name_casing
intnode/name_num_separator
Stringphysics/2d/physics_engine
intphysics/2d/thread_model
boolphysics/3d/active_soft_world
Stringphysics/3d/physics_engine
intphysics/common/physics_fps
floatphysics/common/physics_jitter_fix
Colorrendering/environment/default_clear_color
intrendering/limits/buffers/blend_shape_max_buffer_size_kb
intrendering/limits/buffers/canvas_polygon_buffer_size_kb
intrendering/limits/buffers/canvas_polygon_index_buffer_size_kb
intrendering/limits/buffers/immediate_buffer_size_kb
intrendering/limits/rendering/max_renderable_elements
intrendering/limits/rendering/max_renderable_lights
intrendering/limits/rendering/max_renderable_reflections
floatrendering/limits/time/time_rollover_secs
boolrendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround
boolrendering/quality/2d/use_pixel_snap
Stringrendering/quality/depth_prepass/disable_for_vendors
boolrendering/quality/depth_prepass/enable
intrendering/quality/directional_shadow/size
intrendering/quality/directional_shadow/size.mobile
Stringrendering/quality/driver/driver_name
boolrendering/quality/driver/fallback_to_gles2
intrendering/quality/filters/anisotropic_filter_level
boolrendering/quality/filters/use_nearest_mipmap_filter
intrendering/quality/intended_usage/framebuffer_allocation
intrendering/quality/intended_usage/framebuffer_allocation.mobile
boolrendering/quality/reflections/high_quality_ggx
boolrendering/quality/reflections/high_quality_ggx.mobile
boolrendering/quality/reflections/texture_array_reflections
boolrendering/quality/reflections/texture_array_reflections.mobile
boolrendering/quality/shading/force_blinn_over_ggx
boolrendering/quality/shading/force_blinn_over_ggx.mobile
boolrendering/quality/shading/force_lambert_over_burley
boolrendering/quality/shading/force_lambert_over_burley.mobile
boolrendering/quality/shading/force_vertex_shading
boolrendering/quality/shading/force_vertex_shading.mobile
intrendering/quality/shadow_atlas/quadrant_0_subdiv
intrendering/quality/shadow_atlas/quadrant_1_subdiv
intrendering/quality/shadow_atlas/quadrant_2_subdiv
intrendering/quality/shadow_atlas/quadrant_3_subdiv
intrendering/quality/shadow_atlas/size
intrendering/quality/shadow_atlas/size.mobile
intrendering/quality/shadows/filter_mode
intrendering/quality/shadows/filter_mode.mobile
boolrendering/quality/subsurface_scattering/follow_surface
intrendering/quality/subsurface_scattering/quality
intrendering/quality/subsurface_scattering/scale
boolrendering/quality/subsurface_scattering/weight_samples
boolrendering/quality/voxel_cone_tracing/high_quality
intrendering/threads/thread_model
boolrendering/vram_compression/import_bptc
boolrendering/vram_compression/import_etc
boolrendering/vram_compression/import_etc2
boolrendering/vram_compression/import_pvrtc
boolrendering/vram_compression/import_s3tc
Scriptscript

Methods

voidadd_property_info ( Dictionary hint )
voidclear ( String name )
intget_order ( String name ) const
Variantget_setting ( String name ) const
Stringglobalize_path ( String path ) const
boolhas_setting ( String name ) const
boolload_resource_pack ( String pack )
Stringlocalize_path ( String path ) const
boolproperty_can_revert ( String name )
Variantproperty_get_revert ( String name )
Errorsave ( )
Errorsave_custom ( String file )
voidset_initial_value ( String name, Variant value )
voidset_order ( String name, int position )
voidset_setting ( String name, Variant value )

Description

Contains global variables accessible from everywhere. Use get_setting, set_setting or has_setting to access them. Variables stored in project.godot are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.

Property Descriptions

Comma-separated list of custom Android modules (which must have been built in the Android export templates) using their Java package path, e.g. org/godotengine/org/GodotPaymentV3,org/godotengine/godot/MyCustomSingleton".


  • Color application/boot_splash/bg_color

Background color for the boot splash.


  • bool application/boot_splash/fullsize

If true, scale the boot splash image to the full window length when engine starts. If false, the engine will leave it at the default pixel size.


  • String application/boot_splash/image

Path to an image used as the boot splash.


  • String application/config/custom_user_dir_name

This user directory is used for storing persistent data (user:// filesystem). If left empty, user:// resolves to a project-specific folder in Godot’s own configuration folder (see OS.get_user_data_dir). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in OS.get_user_data_dir).

The application/config/use_custom_user_dir setting must be enabled for this to take effect.


  • String application/config/icon

Icon used for the project, set when project loads. Exporters will also use this icon when possible.


  • String application/config/name

The project’s name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files.


  • String application/config/project_settings_override

Specifies a file to override project settings. For example: user://custom_settings.cfg.


  • bool application/config/use_custom_user_dir

If true, the project will save user data to its own user directory (see application/config/custom_user_dir_name). This setting is only effective on desktop platforms. A name must be set in the application/config/custom_user_dir_name setting for this to take effect. If false, the project will save user data to (OS user data directory)/Godot/app_userdata/(project name).


  • bool application/run/disable_stderr

If true, disables printing to standard error in an exported build.


  • bool application/run/disable_stdout

If true, disables printing to standard output in an exported build.


  • int application/run/frame_delay_msec

Forces a delay between frames in the main loop (in milliseconds). This may be useful if you plan to disable vertical synchronization.


  • bool application/run/low_processor_mode

If true, enables low-processor usage mode. This setting only works on desktop platforms. The screen is not redrawn if nothing changes visually. This is meant for writing applications and editors, but is pretty useless (and can hurt performance) in most games.


  • int application/run/low_processor_mode_sleep_usec

Amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.


  • String application/run/main_scene

Path to the main scene file that will be loaded when the project runs.


  • float audio/channel_disable_threshold_db

Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.


  • float audio/channel_disable_time

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.


Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.


  • bool audio/enable_audio_input

If true, microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.


  • int audio/mix_rate

Mixing rate used for audio. In general, it’s better to not touch this and leave it to the host operating system.


  • int audio/output_latency

Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.


  • int audio/video_delay_compensation_ms

Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.


  • int compression/formats/gzip/compression_level

Default compression level for gzip. Affects compressed scenes and resources.


  • int compression/formats/zlib/compression_level

Default compression level for Zlib. Affects compressed scenes and resources.


  • int compression/formats/zstd/compression_level

Default compression level for Zstandard. Affects compressed scenes and resources.


  • bool compression/formats/zstd/long_distance_matching

Enables long-distance matching in Zstandard.


  • int compression/formats/zstd/window_log_size

  • bool debug/gdscript/completion/autocomplete_setters_and_getters

If true, displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards.


  • bool debug/gdscript/warnings/constant_used_as_function

If true, enables warnings when a constant is used as a function.


  • bool debug/gdscript/warnings/deprecated_keyword

If true, enables warnings when deprecated keywords such as slave are used.


  • bool debug/gdscript/warnings/enable

If true, enables specific GDScript warnings (see debug/gdscript/warnings/* settings). If false, disables all GDScript warnings.


  • bool debug/gdscript/warnings/exclude_addons

  • bool debug/gdscript/warnings/function_conflicts_constant

If true, enables warnings when a function is declared with the same name as a constant.


  • bool debug/gdscript/warnings/function_conflicts_variable

If true, enables warnings when a function is declared with the same name as a variable. This will turn into an error in a future version when first-class functions become supported in GDScript.


  • bool debug/gdscript/warnings/function_may_yield

If true, enables warnings when a function assigned to a variable may yield and return a function state instead of a value.


  • bool debug/gdscript/warnings/function_used_as_property

If true, enables warnings when using a function as if it was a property.


  • bool debug/gdscript/warnings/incompatible_ternary

If true, enables warnings when a ternary operator may emit values with incompatible types.


  • bool debug/gdscript/warnings/integer_division

If true, enables warnings when dividing an integer by another integer (the decimal part will be discarded).


  • bool debug/gdscript/warnings/narrowing_conversion

If true, enables warnings when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).


  • bool debug/gdscript/warnings/property_used_as_function

If true, enables warnings when using a property as if it was a function.


  • bool debug/gdscript/warnings/return_value_discarded

If true, enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the Error enum.


  • bool debug/gdscript/warnings/shadowed_variable

  • bool debug/gdscript/warnings/standalone_expression

If true, enables warnings when calling an expression that has no effect on the surrounding code, such as writing 2 + 2 as a statement.


  • bool debug/gdscript/warnings/treat_warnings_as_errors

If true, all warnings will be reported as if they were errors.


  • bool debug/gdscript/warnings/unassigned_variable

If true, enables warnings when using a variable that wasn’t previously assigned.


  • bool debug/gdscript/warnings/unassigned_variable_op_assign

If true, enables warnings when assigning a variable using an assignment operator like += if the variable wasn’t previously assigned.


  • bool debug/gdscript/warnings/unreachable_code

If true, enables warnings when unreachable code is detected (such as after a return statement that will always be executed).


  • bool debug/gdscript/warnings/unsafe_call_argument

If true, enables warnings when using an expression whose type may not be compatible with the function parameter expected.


  • bool debug/gdscript/warnings/unsafe_cast

If true, enables warnings when performing an unsafe cast.


  • bool debug/gdscript/warnings/unsafe_method_access

If true, enables warnings when calling a method whose presence is not guaranteed at compile-time in the class.


  • bool debug/gdscript/warnings/unsafe_property_access

If true, enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class.


  • bool debug/gdscript/warnings/unused_argument

If true, enables warnings when a function parameter is unused.


  • bool debug/gdscript/warnings/unused_class_variable

If true, enables warnings when a member variable is unused.


  • bool debug/gdscript/warnings/unused_signal

If true, enables warnings when a signal is unused.


  • bool debug/gdscript/warnings/unused_variable

If true, enables warnings when a local variable is unused.


  • bool debug/gdscript/warnings/variable_conflicts_function

If true, enables warnings when a variable is declared with the same name as a function. This will turn into an error in a future version when first-class functions become supported in GDScript.


  • bool debug/gdscript/warnings/void_assignment

If true, enables warnings when assigning the result of a function that returns void to a variable.


  • String debug/settings/crash_handler/message

Message to be displayed before the backtrace when the engine crashes.


  • int debug/settings/fps/force_fps

  • int debug/settings/gdscript/max_call_stack

Maximum call stack allowed for debugging GDScript.


  • int debug/settings/profiler/max_functions

Maximum amount of functions per frame allowed when profiling.


  • bool debug/settings/stdout/print_fps

Print frames per second to standard output every second.


  • bool debug/settings/stdout/verbose_stdout

Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc.


  • int debug/settings/visual_script/max_call_stack

Maximum call stack in visual scripting, to avoid infinite recursion.


  • String display/mouse_cursor/custom_image

Custom image for the mouse cursor (limited to 256x256).


  • Vector2 display/mouse_cursor/custom_image_hotspot

Hotspot for the custom mouse cursor image.


  • Vector2 display/mouse_cursor/tooltip_position_offset

Position offset for tooltips, relative to the mouse cursor’s hotspot.


  • bool display/window/dpi/allow_hidpi

If true, allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.


  • bool display/window/energy_saving/keep_screen_on

If true, keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.


  • String display/window/handheld/orientation

Default orientation on mobile devices.


  • bool display/window/per_pixel_transparency/allowed

If true, allows per-pixel transparency in a desktop window. This affects performance if not needed, so leave it on false unless you need it.


  • bool display/window/per_pixel_transparency/enabled

  • bool display/window/per_pixel_transparency/splash

  • bool display/window/size/always_on_top

Force the window to be always on top.


  • bool display/window/size/borderless

Force the window to be borderless.


  • bool display/window/size/fullscreen

Set the window to full screen when it starts.


  • int display/window/size/height

Set the main window height. On desktop, this is the default window size. Stretch mode settings use this also as a reference when enabled.


  • bool display/window/size/resizable

Allows the window to be resizable by default.


  • int display/window/size/test_height

If greater than zero, uses a different height for the window when running from the editor. The main use for this is to test with stretch modes.


  • int display/window/size/test_width

If greater than zero, uses a different width for the window when running from the editor. The main use for this is to test with stretch modes.


  • int display/window/size/width

Sets the main window width. On desktop platforms, this is the default window size. Stretch mode settings use this also as a reference when enabled.


  • bool display/window/vsync/use_vsync

If true, enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If false, vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5).


Internal editor setting, don’t touch.


  • int gui/common/default_scroll_deadzone

  • bool gui/common/swap_ok_cancel

If true, swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions.


Use a custom theme resource, set a path to it here.


Use a custom default font resource, set a path to it here.


  • bool gui/theme/use_hidpi

If true, makes sure the theme used works with HiDPI.


  • int gui/timers/incremental_search_max_interval_msec

Timer setting for incremental search in Tree, IntemList, etc. controls (in milliseconds).


  • float gui/timers/text_edit_idle_detect_sec

Timer for detecting idle in the editor (in seconds).















  • bool input_devices/pointing/emulate_mouse_from_touch

If true, sends mouse input events when tapping or swiping on the touchscreen.


  • bool input_devices/pointing/emulate_touch_from_mouse

If true, sends touch input events when clicking or dragging the mouse.


  • String layer_names/2d_physics/layer_1

  • String layer_names/2d_physics/layer_10

  • String layer_names/2d_physics/layer_11

  • String layer_names/2d_physics/layer_12

  • String layer_names/2d_physics/layer_13

  • String layer_names/2d_physics/layer_14

  • String layer_names/2d_physics/layer_15

  • String layer_names/2d_physics/layer_16

  • String layer_names/2d_physics/layer_17

  • String layer_names/2d_physics/layer_18

  • String layer_names/2d_physics/layer_19

  • String layer_names/2d_physics/layer_2

  • String layer_names/2d_physics/layer_20

  • String layer_names/2d_physics/layer_3

  • String layer_names/2d_physics/layer_4

  • String layer_names/2d_physics/layer_5

  • String layer_names/2d_physics/layer_6

  • String layer_names/2d_physics/layer_7

  • String layer_names/2d_physics/layer_8

  • String layer_names/2d_physics/layer_9

  • String layer_names/2d_render/layer_1

  • String layer_names/2d_render/layer_10

  • String layer_names/2d_render/layer_11

  • String layer_names/2d_render/layer_12

  • String layer_names/2d_render/layer_13

  • String layer_names/2d_render/layer_14

  • String layer_names/2d_render/layer_15

  • String layer_names/2d_render/layer_16

  • String layer_names/2d_render/layer_17

  • String layer_names/2d_render/layer_18

  • String layer_names/2d_render/layer_19

  • String layer_names/2d_render/layer_2

  • String layer_names/2d_render/layer_20

  • String layer_names/2d_render/layer_3

  • String layer_names/2d_render/layer_4

  • String layer_names/2d_render/layer_5

  • String layer_names/2d_render/layer_6

  • String layer_names/2d_render/layer_7

  • String layer_names/2d_render/layer_8

  • String layer_names/2d_render/layer_9

  • String layer_names/3d_physics/layer_1

  • String layer_names/3d_physics/layer_10

  • String layer_names/3d_physics/layer_11

  • String layer_names/3d_physics/layer_12

  • String layer_names/3d_physics/layer_13

  • String layer_names/3d_physics/layer_14

  • String layer_names/3d_physics/layer_15

  • String layer_names/3d_physics/layer_16

  • String layer_names/3d_physics/layer_17

  • String layer_names/3d_physics/layer_18

  • String layer_names/3d_physics/layer_19

  • String layer_names/3d_physics/layer_2

  • String layer_names/3d_physics/layer_20

  • String layer_names/3d_physics/layer_3

  • String layer_names/3d_physics/layer_4

  • String layer_names/3d_physics/layer_5

  • String layer_names/3d_physics/layer_6

  • String layer_names/3d_physics/layer_7

  • String layer_names/3d_physics/layer_8

  • String layer_names/3d_physics/layer_9

  • String layer_names/3d_render/layer_1

  • String layer_names/3d_render/layer_10

  • String layer_names/3d_render/layer_11

  • String layer_names/3d_render/layer_12

  • String layer_names/3d_render/layer_13

  • String layer_names/3d_render/layer_14

  • String layer_names/3d_render/layer_15

  • String layer_names/3d_render/layer_16

  • String layer_names/3d_render/layer_17

  • String layer_names/3d_render/layer_18

  • String layer_names/3d_render/layer_19

  • String layer_names/3d_render/layer_2

  • String layer_names/3d_render/layer_20

  • String layer_names/3d_render/layer_3

  • String layer_names/3d_render/layer_4

  • String layer_names/3d_render/layer_5

  • String layer_names/3d_render/layer_6

  • String layer_names/3d_render/layer_7

  • String layer_names/3d_render/layer_8

  • String layer_names/3d_render/layer_9

The locale to fall back to if a translation isn’t available in a given language. If left empty, en (English) will be used.


If non-empty, this locale will be used when running the project from the editor.


  • bool logging/file_logging/enable_file_logging

If true, logs all output to files.


  • String logging/file_logging/log_path

Path to logs within the project. Using an user:// path is recommended.


  • int logging/file_logging/max_log_files

Specifies the maximum amount of log files allowed (used for rotation).


  • int memory/limits/message_queue/max_size_kb

Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.


  • int memory/limits/multithreaded_server/rid_pool_prealloc

This is used by servers when used in multi-threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number.


  • int network/limits/debugger_stdout/max_chars_per_second

Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.


  • int network/limits/debugger_stdout/max_errors_per_frame

Maximum amount of errors allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.


  • int network/limits/debugger_stdout/max_messages_per_frame

Maximum amount of messages allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.


  • int network/limits/packet_peer_stream/max_buffer_po2

Default size of packet peer stream for deserializing Godot data. Over this size, data is dropped.


  • int network/limits/websocket_client/max_in_buffer_kb

  • int network/limits/websocket_client/max_in_packets

  • int network/limits/websocket_client/max_out_buffer_kb

  • int network/limits/websocket_client/max_out_packets

  • int network/limits/websocket_server/max_in_buffer_kb

  • int network/limits/websocket_server/max_in_packets

  • int network/limits/websocket_server/max_out_buffer_kb

  • int network/limits/websocket_server/max_out_packets

  • int network/remote_fs/page_read_ahead

Amount of read ahead used by remote filesystem. Higher values decrease the effects of latency at the cost of higher bandwidth usage.


  • int network/remote_fs/page_size

Page size used by remote filesystem (in bytes).


  • int node/name_casing

When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.


  • int node/name_num_separator

What to use to separate node name from number. This is mostly an editor setting.


  • String physics/2d/physics_engine

  • int physics/2d/thread_model

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.


  • bool physics/3d/active_soft_world

  • String physics/3d/physics_engine

Sets which physics engine to use.


  • int physics/common/physics_fps

Frames per second used in the physics. Physics always needs a fixed amount of frames per second.


  • float physics/common/physics_jitter_fix

Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.


  • Color rendering/environment/default_clear_color

Default background clear color. Overriddable per Viewport using its Environment. See Environment.background_mode and Environment.background_color in particular. To change this default color programmatically, use VisualServer.set_default_clear_color.


  • int rendering/limits/buffers/blend_shape_max_buffer_size_kb

Max buffer size for blend shapes. Any blend shape bigger than this will not work.


  • int rendering/limits/buffers/canvas_polygon_buffer_size_kb

Max buffer size for drawing polygons. Any polygon bigger than this will not work.


  • int rendering/limits/buffers/canvas_polygon_index_buffer_size_kb

Max index buffer size for drawing polygons. Any polygon bigger than this will not work.


  • int rendering/limits/buffers/immediate_buffer_size_kb

Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.


  • int rendering/limits/rendering/max_renderable_elements

Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves.


  • int rendering/limits/rendering/max_renderable_lights

Max number of lights renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.


  • int rendering/limits/rendering/max_renderable_reflections

Max number of reflection probes renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.


  • float rendering/limits/time/time_rollover_secs

Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).


  • bool rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround

Some NVIDIA GPU drivers have a bug which produces flickering issues for the draw_rect method, especially as used in TileMap. Refer to GitHub issue 9913 for details.

If true, this option enables a “safe” code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms.


  • bool rendering/quality/2d/use_pixel_snap

If true, forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.


  • String rendering/quality/depth_prepass/disable_for_vendors

Disable depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this.


  • bool rendering/quality/depth_prepass/enable

If true, performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.


  • int rendering/quality/directional_shadow/size

The directional shadow’s size in pixels. Higher values will result in sharper shadows, at the cost of performance.


  • int rendering/quality/directional_shadow/size.mobile

  • String rendering/quality/driver/driver_name

The video driver to use (“GLES2” or “GLES3”).

Note that the backend in use can be overridden at runtime via the --video-driver command line argument, or by the rendering/quality/driver/fallback_to_gles2 option if the target system does not support GLES3 and falls back to GLES2. In such cases, this property is not updated, so use OS.get_current_video_driver to query it at run-time.


  • bool rendering/quality/driver/fallback_to_gles2

If true, allows falling back to the GLES2 driver if the GLES3 driver is not supported.

Note that the two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack’s size.


  • int rendering/quality/filters/anisotropic_filter_level

Maximum anisotropic filter level used for textures with anisotropy enabled. Higher values will result in sharper textures when viewed from oblique angles, at the cost of performance. Only power-of-two values are valid (2, 4, 8, 16).


  • bool rendering/quality/filters/use_nearest_mipmap_filter

If true, uses nearest-neighbor mipmap filtering when using mipmaps (also called “bilinear filtering”), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If false, linear mipmap filtering (also called “trilinear filtering”) is used.


  • int rendering/quality/intended_usage/framebuffer_allocation

Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports).


  • int rendering/quality/intended_usage/framebuffer_allocation.mobile

  • bool rendering/quality/reflections/high_quality_ggx

If true, uses a high amount of samples to create blurred variants of reflection probes and panorama backgrounds (sky). Those blurred variants are used by rough materials.


  • bool rendering/quality/reflections/high_quality_ggx.mobile

  • bool rendering/quality/reflections/texture_array_reflections

If true, uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise on reflections, but costs more performance and memory.


  • bool rendering/quality/reflections/texture_array_reflections.mobile

  • bool rendering/quality/shading/force_blinn_over_ggx

If true, uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.


  • bool rendering/quality/shading/force_blinn_over_ggx.mobile

  • bool rendering/quality/shading/force_lambert_over_burley

If true, uses faster but lower-quality Lambert material lighting model instead of Burley.


  • bool rendering/quality/shading/force_lambert_over_burley.mobile

  • bool rendering/quality/shading/force_vertex_shading

If true, forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.


  • bool rendering/quality/shading/force_vertex_shading.mobile

  • int rendering/quality/shadow_atlas/quadrant_0_subdiv

Subdivision quadrant size for shadow mapping. See shadow mapping documentation.


  • int rendering/quality/shadow_atlas/quadrant_1_subdiv

Subdivision quadrant size for shadow mapping. See shadow mapping documentation.


  • int rendering/quality/shadow_atlas/quadrant_2_subdiv

Subdivision quadrant size for shadow mapping. See shadow mapping documentation.


  • int rendering/quality/shadow_atlas/quadrant_3_subdiv

Subdivision quadrant size for shadow mapping. See shadow mapping documentation.


  • int rendering/quality/shadow_atlas/size

Size for shadow atlas (used for OmniLights and SpotLights). See documentation.


  • int rendering/quality/shadow_atlas/size.mobile

  • int rendering/quality/shadows/filter_mode

Shadow filter mode. Higher-quality settings result in smoother shadows that flicker less when moving. “Disabled” is the fastest option, but also has the lowest quality. “PCF5” is smoother but is also slower. “PCF13” is the smoothest option, but is also the slowest.


  • int rendering/quality/shadows/filter_mode.mobile

  • bool rendering/quality/subsurface_scattering/follow_surface

Improves quality of subsurface scattering, but cost significantly increases.


  • int rendering/quality/subsurface_scattering/quality

Quality setting for subsurface scaterring (samples taken).


  • int rendering/quality/subsurface_scattering/scale

  • bool rendering/quality/subsurface_scattering/weight_samples

Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.


  • bool rendering/quality/voxel_cone_tracing/high_quality

Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU.


  • int rendering/threads/thread_model

Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.


  • bool rendering/vram_compression/import_bptc

If true, the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the GLES3 renderer.


  • bool rendering/vram_compression/import_etc

If true, the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn’t support alpha channels in textures.


  • bool rendering/vram_compression/import_etc2

If true, the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the GLES3 renderer.


  • bool rendering/vram_compression/import_pvrtc

If true, the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS.


  • bool rendering/vram_compression/import_s3tc

If true, the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.


Method Descriptions

Adds a custom property info to a property. The dictionary must contain: name:String(the property’s name) and type:int(see TYPE_* in @GlobalScope), and optionally hint:int(see PROPERTY_HINT_* in @GlobalScope), hint_string:String.

Example:

  1. ProjectSettings.set("category/property_name", 0)
  2. var property_info = {
  3. "name": "category/property_name",
  4. "type": TYPE_INT,
  5. "hint": PROPERTY_HINT_ENUM,
  6. "hint_string": "one,two,three"
  7. }
  8. ProjectSettings.add_property_info(property_info)

Clears the whole configuration (not recommended, may break things).


Returns the order of a configuration value (influences when saved to the config file).



Converts a localized path (res://) to a full native OS path.


Returns true if a configuration value is present.


Loads the contents of the .pck or .zip file specified by pack into the resource filesystem (res://). Returns true on success.

Note: If a file from pack shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from pack.


Convert a path to a localized path (res:// path).


Returns true if the specified property exists and its initial value differs from the current value.


Returns the specified property’s initial value. Returns null if the property does not exist.


Saves the configuration to the project.godot file.


Saves the configuration to a custom file.



  • void set_order ( String name, int position )

Sets the order of a configuration value (influences when saved to the config file).