ProjectSettings
Inherits: Object
Contains global variables accessible from everywhere.
Description
Contains global variables accessible from everywhere. Use get_setting, set_setting or has_setting to access them. Variables stored in project.godot
are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.
When naming a Project Settings property, use the full path to the setting including the category. For example, "application/config/name"
for the project name. Category and property names can be viewed in the Project Settings dialog.
Overriding: Any project setting can be overridden by creating a file named override.cfg
in the project’s root directory. This can also be used in exported projects by placing this file in the same directory as the project binary.
Tutorials
- https://godotengine.org/asset-library/asset/675
- https://godotengine.org/asset-library/asset/125
- https://godotengine.org/asset-library/asset/677
Properties
Methods
void | add_property_info ( Dictionary hint ) |
void | clear ( String name ) |
int | get_order ( String name ) const |
Variant | get_setting ( String name ) const |
String | globalize_path ( String path ) const |
bool | has_setting ( String name ) const |
bool | load_resource_pack ( String pack, bool replace_files=true, int offset=0 ) |
String | localize_path ( String path ) const |
bool | property_can_revert ( String name ) |
Variant | property_get_revert ( String name ) |
Error | save ( ) |
Error | save_custom ( String file ) |
void | set_initial_value ( String name, Variant value ) |
void | set_order ( String name, int position ) |
void | set_setting ( String name, Variant value ) |
Property Descriptions
- String android/modules
Default | “” |
Comma-separated list of custom Android modules (which must have been built in the Android export templates) using their Java package path, e.g. "org/godotengine/godot/MyCustomSingleton,com/example/foo/FrenchFriesFactory"
.
Note: Since Godot 3.2.2, the org/godotengine/godot/GodotPaymentV3
module was deprecated and replaced by the GodotPayment
plugin which should be enabled in the Android export preset under Plugins
section. The singleton to access in code was also renamed to GodotPayment
.
- Color application/boot_splash/bg_color
Default | Color( 0.14, 0.14, 0.14, 1 ) |
Background color for the boot splash.
- bool application/boot_splash/fullsize
Default | true |
If true
, scale the boot splash image to the full window length when engine starts. If false
, the engine will leave it at the default pixel size.
- String application/boot_splash/image
Default | “” |
Path to an image used as the boot splash.
- bool application/boot_splash/use_filter
Default | true |
If true
, applies linear filtering when scaling the image (recommended for high resolution artwork). If false
, uses nearest-neighbor interpolation (recommended for pixel art).
- String application/config/custom_user_dir_name
Default | “” |
This user directory is used for storing persistent data (user://
filesystem). If left empty, user://
resolves to a project-specific folder in Godot’s own configuration folder (see OS.get_user_data_dir). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in OS.get_user_data_dir).
The application/config/use_custom_user_dir setting must be enabled for this to take effect.
- String application/config/description
Default | “” |
The project’s description, displayed as a tooltip in the Project Manager when hovering the project.
- String application/config/icon
Default | “” |
Icon used for the project, set when project loads. Exporters will also use this icon when possible.
- String application/config/macos_native_icon
Default | “” |
Icon set in .icns
format used on macOS to set the game’s icon. This is done automatically on start by calling OS.set_native_icon.
- String application/config/name
Default | “” |
The project’s name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.
Note: Changing this value will also change the user data folder’s path if application/config/use_custom_user_dir is false
. After renaming the project, you will no longer be able to access existing data in user://
unless you rename the old folder to match the new project name. See Data paths in the documentation for more information.
- String application/config/project_settings_override
Default | “” |
Specifies a file to override project settings. For example: user://custom_settings.cfg
.
Note: Regardless of this setting’s value, res://override.cfg
will still be read to override the project settings (see this class’ description at the top).
- bool application/config/use_custom_user_dir
Default | false |
If true
, the project will save user data to its own user directory (see application/config/custom_user_dir_name). This setting is only effective on desktop platforms. A name must be set in the application/config/custom_user_dir_name setting for this to take effect. If false
, the project will save user data to (OS user data directory)/Godot/app_userdata/(project name)
.
- String application/config/windows_native_icon
Default | “” |
Icon set in .ico
format used on Windows to set the game’s icon. This is done automatically on start by calling OS.set_native_icon.
- bool application/run/disable_stderr
Default | false |
If true
, disables printing to standard error in an exported build.
- bool application/run/disable_stdout
Default | false |
If true
, disables printing to standard output in an exported build.
- int application/run/frame_delay_msec
Default | 0 |
Forces a delay between frames in the main loop (in milliseconds). This may be useful if you plan to disable vertical synchronization.
- bool application/run/low_processor_mode
Default | false |
If true
, enables low-processor usage mode. This setting only works on desktop platforms. The screen is not redrawn if nothing changes visually. This is meant for writing applications and editors, but is pretty useless (and can hurt performance) in most games.
- int application/run/low_processor_mode_sleep_usec
Default | 6900 |
Amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
- String application/run/main_scene
Default | “” |
Path to the main scene file that will be loaded when the project runs.
- float audio/channel_disable_threshold_db
Default | -60.0 |
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
- float audio/channel_disable_time
Default | 2.0 |
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
- String audio/default_bus_layout
Default | “res://default_bus_layout.tres” |
Default AudioBusLayout resource file to use in the project, unless overridden by the scene.
- String audio/driver
Default | “PulseAudio” |
Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.
- bool audio/enable_audio_input
Default | false |
If true
, microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
- int audio/mix_rate
Default | 44100 |
Mixing rate used for audio. In general, it’s better to not touch this and leave it to the host operating system.
- int audio/output_latency
Default | 15 |
Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.
- int audio/output_latency.web
Default | 50 |
Safer override for audio/output_latency in the Web platform, to avoid audio issues especially on mobile devices.
- int audio/video_delay_compensation_ms
Default | 0 |
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
- int compression/formats/gzip/compression_level
Default | -1 |
The default compression level for gzip. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. -1
uses the default gzip compression level, which is identical to 6
but could change in the future due to underlying zlib updates.
- int compression/formats/zlib/compression_level
Default | -1 |
The default compression level for Zlib. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. -1
uses the default gzip compression level, which is identical to 6
but could change in the future due to underlying zlib updates.
- int compression/formats/zstd/compression_level
Default | 3 |
The default compression level for Zstandard. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level.
- bool compression/formats/zstd/long_distance_matching
Default | false |
Enables long-distance matching in Zstandard.
- int compression/formats/zstd/window_log_size
Default | 27 |
Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.
- bool debug/gdscript/completion/autocomplete_setters_and_getters
Default | false |
If true
, displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards.
- bool debug/gdscript/warnings/constant_used_as_function
Default | true |
If true
, enables warnings when a constant is used as a function.
- bool debug/gdscript/warnings/deprecated_keyword
Default | true |
If true
, enables warnings when deprecated keywords such as slave
are used.
- bool debug/gdscript/warnings/enable
Default | true |
If true
, enables specific GDScript warnings (see debug/gdscript/warnings/*
settings). If false
, disables all GDScript warnings.
- bool debug/gdscript/warnings/exclude_addons
Default | true |
If true
, scripts in the res://addons
folder will not generate warnings.
- bool debug/gdscript/warnings/function_conflicts_constant
Default | true |
If true
, enables warnings when a function is declared with the same name as a constant.
- bool debug/gdscript/warnings/function_conflicts_variable
Default | true |
If true
, enables warnings when a function is declared with the same name as a variable. This will turn into an error in a future version when first-class functions become supported in GDScript.
- bool debug/gdscript/warnings/function_may_yield
Default | true |
If true
, enables warnings when a function assigned to a variable may yield and return a function state instead of a value.
- bool debug/gdscript/warnings/function_used_as_property
Default | true |
If true
, enables warnings when using a function as if it was a property.
- bool debug/gdscript/warnings/incompatible_ternary
Default | true |
If true
, enables warnings when a ternary operator may emit values with incompatible types.
- bool debug/gdscript/warnings/integer_division
Default | true |
If true
, enables warnings when dividing an integer by another integer (the decimal part will be discarded).
- bool debug/gdscript/warnings/narrowing_conversion
Default | true |
If true
, enables warnings when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
- bool debug/gdscript/warnings/property_used_as_function
Default | true |
If true
, enables warnings when using a property as if it was a function.
- bool debug/gdscript/warnings/return_value_discarded
Default | true |
If true
, enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the Error enum.
- bool debug/gdscript/warnings/shadowed_variable
Default | true |
If true
, enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable).
- bool debug/gdscript/warnings/standalone_expression
Default | true |
If true
, enables warnings when calling an expression that has no effect on the surrounding code, such as writing 2 + 2
as a statement.
- bool debug/gdscript/warnings/standalone_ternary
Default | true |
If true
, enables warnings when calling a ternary expression that has no effect on the surrounding code, such as writing 42 if active else 0
as a statement.
- bool debug/gdscript/warnings/treat_warnings_as_errors
Default | false |
If true
, all warnings will be reported as if they were errors.
- bool debug/gdscript/warnings/unassigned_variable
Default | true |
If true
, enables warnings when using a variable that wasn’t previously assigned.
- bool debug/gdscript/warnings/unassigned_variable_op_assign
Default | true |
If true
, enables warnings when assigning a variable using an assignment operator like +=
if the variable wasn’t previously assigned.
- bool debug/gdscript/warnings/unreachable_code
Default | true |
If true
, enables warnings when unreachable code is detected (such as after a return
statement that will always be executed).
- bool debug/gdscript/warnings/unsafe_call_argument
Default | false |
If true
, enables warnings when using an expression whose type may not be compatible with the function parameter expected.
- bool debug/gdscript/warnings/unsafe_cast
Default | false |
If true
, enables warnings when performing an unsafe cast.
- bool debug/gdscript/warnings/unsafe_method_access
Default | false |
If true
, enables warnings when calling a method whose presence is not guaranteed at compile-time in the class.
- bool debug/gdscript/warnings/unsafe_property_access
Default | false |
If true
, enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class.
- bool debug/gdscript/warnings/unused_argument
Default | true |
If true
, enables warnings when a function parameter is unused.
- bool debug/gdscript/warnings/unused_class_variable
Default | false |
If true
, enables warnings when a member variable is unused.
- bool debug/gdscript/warnings/unused_signal
Default | true |
If true
, enables warnings when a signal is unused.
- bool debug/gdscript/warnings/unused_variable
Default | true |
If true
, enables warnings when a local variable is unused.
- bool debug/gdscript/warnings/variable_conflicts_function
Default | true |
If true
, enables warnings when a variable is declared with the same name as a function. This will turn into an error in a future version when first-class functions become supported in GDScript.
- bool debug/gdscript/warnings/void_assignment
Default | true |
If true
, enables warnings when assigning the result of a function that returns void
to a variable.
- String debug/settings/crash_handler/message
Default | “Please include this when reporting the bug on https://github.com/godotengine/godot/issues“ |
Message to be displayed before the backtrace when the engine crashes.
- int debug/settings/fps/force_fps
Default | 0 |
Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging.
If display/window/vsync/use_vsync is enabled, it takes precedence and the forced FPS number cannot exceed the monitor’s refresh rate.
This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non real-time rendering of static frames, or test the project under lag conditions.
- int debug/settings/gdscript/max_call_stack
Default | 1024 |
Maximum call stack allowed for debugging GDScript.
- int debug/settings/profiler/max_functions
Default | 16384 |
Maximum amount of functions per frame allowed when profiling.
- bool debug/settings/stdout/print_fps
Default | false |
Print frames per second to standard output every second.
- bool debug/settings/stdout/verbose_stdout
Default | false |
Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc.
- int debug/settings/visual_script/max_call_stack
Default | 1024 |
Maximum call stack in visual scripting, to avoid infinite recursion.
- Color debug/shapes/collision/contact_color
Default | Color( 1, 0.2, 0.1, 0.8 ) |
Color of the contact points between collision shapes, visible when “Visible Collision Shapes” is enabled in the Debug menu.
- int debug/shapes/collision/max_contacts_displayed
Default | 10000 |
Maximum number of contact points between collision shapes to display when “Visible Collision Shapes” is enabled in the Debug menu.
- Color debug/shapes/collision/shape_color
Default | Color( 0, 0.6, 0.7, 0.5 ) |
Color of the collision shapes, visible when “Visible Collision Shapes” is enabled in the Debug menu.
- Color debug/shapes/navigation/disabled_geometry_color
Default | Color( 1, 0.7, 0.1, 0.4 ) |
Color of the disabled navigation geometry, visible when “Visible Navigation” is enabled in the Debug menu.
- Color debug/shapes/navigation/geometry_color
Default | Color( 0.1, 1, 0.7, 0.4 ) |
Color of the navigation geometry, visible when “Visible Navigation” is enabled in the Debug menu.
- String display/mouse_cursor/custom_image
Default | “” |
Custom image for the mouse cursor (limited to 256×256).
- Vector2 display/mouse_cursor/custom_image_hotspot
Default | Vector2( 0, 0 ) |
Hotspot for the custom mouse cursor image.
- Vector2 display/mouse_cursor/tooltip_position_offset
Default | Vector2( 10, 10 ) |
Position offset for tooltips, relative to the mouse cursor’s hotspot.
- bool display/window/dpi/allow_hidpi
Default | false |
If true
, allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
- bool display/window/energy_saving/keep_screen_on
Default | true |
If true
, keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
- String display/window/handheld/orientation
Default | “landscape” |
Default orientation on mobile devices.
- bool display/window/ios/hide_home_indicator
Default | true |
If true
, the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
- bool display/window/per_pixel_transparency/allowed
Default | false |
If true
, allows per-pixel transparency in a desktop window. This affects performance, so leave it on false
unless you need it.
- bool display/window/per_pixel_transparency/enabled
Default | false |
Sets the window background to transparent when it starts.
- bool display/window/size/always_on_top
Default | false |
Forces the main window to be always on top.
Note: This setting is ignored on iOS, Android, and HTML5.
- bool display/window/size/borderless
Default | false |
Forces the main window to be borderless.
Note: This setting is ignored on iOS, Android, and HTML5.
- bool display/window/size/fullscreen
Default | false |
Sets the main window to full screen when the project starts. Note that this is not exclusive fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
Regardless of the platform, enabling fullscreen will change the window size to match the monitor’s size. Therefore, make sure your project supports multiple resolutions when enabling fullscreen mode.
Note: This setting is ignored on iOS, Android, and HTML5.
- int display/window/size/height
Default | 600 |
Sets the game’s main viewport height. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.
- bool display/window/size/resizable
Default | true |
Allows the window to be resizable by default.
Note: This setting is ignored on iOS and Android.
- int display/window/size/test_height
Default | 0 |
If greater than zero, overrides the window height when running the game. Useful for testing stretch modes.
- int display/window/size/test_width
Default | 0 |
If greater than zero, overrides the window width when running the game. Useful for testing stretch modes.
- int display/window/size/width
Default | 1024 |
Sets the game’s main viewport width. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.
- String display/window/tablet_driver
Default | “” |
Specifies the tablet driver to use. If left empty, the default driver will be used.
- bool display/window/vsync/use_vsync
Default | true |
If true
, enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If false
, vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5).
- bool display/window/vsync/vsync_via_compositor
Default | false |
If Use Vsync
is enabled and this setting is true
, enables vertical synchronization via the operating system’s window compositor when in windowed mode and the compositor is enabled. This will prevent stutter in certain situations. (Windows only.)
Note: This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.
- String editor/script_templates_search_path
Default | “res://script_templates” |
Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
- PoolStringArray editor/search_in_file_extensions
Default | PoolStringArray( “gd”, “shader” ) |
Text-based file extensions to include in the script editor’s “Find in Files” feature. You can add e.g. tscn
if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
- int gui/common/default_scroll_deadzone
Default | 0 |
Default value for ScrollContainer.scroll_deadzone, which will be used for all ScrollContainers unless overridden.
- bool gui/common/swap_ok_cancel
Default | false |
If true
, swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions.
- int gui/common/text_edit_undo_stack_max_size
Default | 1024 |
- String gui/theme/custom
Default | “” |
Path to a custom Theme resource file to use for the project (theme
or generic tres
/res
extension).
- String gui/theme/custom_font
Default | “” |
Path to a custom Font resource to use as default for all GUI elements of the project.
- bool gui/theme/use_hidpi
Default | false |
If true
, makes sure the theme used works with HiDPI.
- int gui/timers/incremental_search_max_interval_msec
Default | 2000 |
Timer setting for incremental search in Tree, ItemList, etc. controls (in milliseconds).
- float gui/timers/text_edit_idle_detect_sec
Default | 3 |
Timer for detecting idle in TextEdit (in seconds).
- float gui/timers/tooltip_delay_sec
Default | 0.5 |
Default delay for tooltips (in seconds).
- Dictionary input/ui_accept
Default InputEventAction to confirm a focused button, menu or list item, or validate input.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- Dictionary input/ui_cancel
Default InputEventAction to discard a modal or pending input.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- Dictionary input/ui_down
Default InputEventAction to move down in the UI.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- Dictionary input/ui_end
Default InputEventAction to go to the end position of a Control (e.g. last item in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_END on typical desktop UI systems.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- Dictionary input/ui_focus_next
Default InputEventAction to focus the next Control in the scene. The focus behavior can be configured via Control.focus_next.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- Dictionary input/ui_focus_prev
Default InputEventAction to focus the previous Control in the scene. The focus behavior can be configured via Control.focus_previous.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- Dictionary input/ui_home
Default InputEventAction to go to the start position of a Control (e.g. first item in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_HOME on typical desktop UI systems.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- Dictionary input/ui_left
Default InputEventAction to move left in the UI.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- Dictionary input/ui_page_down
Default InputEventAction to go down a page in a Control (e.g. in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_PAGEDOWN on typical desktop UI systems.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- Dictionary input/ui_page_up
Default InputEventAction to go up a page in a Control (e.g. in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_PAGEUP on typical desktop UI systems.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- Dictionary input/ui_right
Default InputEventAction to move right in the UI.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- Dictionary input/ui_select
Default InputEventAction to select an item in a Control (e.g. in an ItemList or a Tree).
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- Dictionary input/ui_up
Default InputEventAction to move up in the UI.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
- bool input_devices/pointing/emulate_mouse_from_touch
Default | true |
If true
, sends mouse input events when tapping or swiping on the touchscreen.
- bool input_devices/pointing/emulate_touch_from_mouse
Default | false |
If true
, sends touch input events when clicking or dragging the mouse.
- float input_devices/pointing/ios/touch_delay
Default | 0.15 |
Default delay for touch events. This only affects iOS devices.
- String layer_names/2d_physics/layer_1
Default | “” |
Optional name for the 2D physics layer 1.
- String layer_names/2d_physics/layer_10
Default | “” |
Optional name for the 2D physics layer 10.
- String layer_names/2d_physics/layer_11
Default | “” |
Optional name for the 2D physics layer 11.
- String layer_names/2d_physics/layer_12
Default | “” |
Optional name for the 2D physics layer 12.
- String layer_names/2d_physics/layer_13
Default | “” |
Optional name for the 2D physics layer 13.
- String layer_names/2d_physics/layer_14
Default | “” |
Optional name for the 2D physics layer 14.
- String layer_names/2d_physics/layer_15
Default | “” |
Optional name for the 2D physics layer 15.
- String layer_names/2d_physics/layer_16
Default | “” |
Optional name for the 2D physics layer 16.
- String layer_names/2d_physics/layer_17
Default | “” |
Optional name for the 2D physics layer 17.
- String layer_names/2d_physics/layer_18
Default | “” |
Optional name for the 2D physics layer 18.
- String layer_names/2d_physics/layer_19
Default | “” |
Optional name for the 2D physics layer 19.
- String layer_names/2d_physics/layer_2
Default | “” |
Optional name for the 2D physics layer 2.
- String layer_names/2d_physics/layer_20
Default | “” |
Optional name for the 2D physics layer 20.
- String layer_names/2d_physics/layer_3
Default | “” |
Optional name for the 2D physics layer 3.
- String layer_names/2d_physics/layer_4
Default | “” |
Optional name for the 2D physics layer 4.
- String layer_names/2d_physics/layer_5
Default | “” |
Optional name for the 2D physics layer 5.
- String layer_names/2d_physics/layer_6
Default | “” |
Optional name for the 2D physics layer 6.
- String layer_names/2d_physics/layer_7
Default | “” |
Optional name for the 2D physics layer 7.
- String layer_names/2d_physics/layer_8
Default | “” |
Optional name for the 2D physics layer 8.
- String layer_names/2d_physics/layer_9
Default | “” |
Optional name for the 2D physics layer 9.
- String layer_names/2d_render/layer_1
Default | “” |
Optional name for the 2D render layer 1.
- String layer_names/2d_render/layer_10
Default | “” |
Optional name for the 2D render layer 10.
- String layer_names/2d_render/layer_11
Default | “” |
Optional name for the 2D render layer 11.
- String layer_names/2d_render/layer_12
Default | “” |
Optional name for the 2D render layer 12.
- String layer_names/2d_render/layer_13
Default | “” |
Optional name for the 2D render layer 13.
- String layer_names/2d_render/layer_14
Default | “” |
Optional name for the 2D render layer 14.
- String layer_names/2d_render/layer_15
Default | “” |
Optional name for the 2D render layer 15.
- String layer_names/2d_render/layer_16
Default | “” |
Optional name for the 2D render layer 16.
- String layer_names/2d_render/layer_17
Default | “” |
Optional name for the 2D render layer 17.
- String layer_names/2d_render/layer_18
Default | “” |
Optional name for the 2D render layer 18.
- String layer_names/2d_render/layer_19
Default | “” |
Optional name for the 2D render layer 19.
- String layer_names/2d_render/layer_2
Default | “” |
Optional name for the 2D render layer 2.
- String layer_names/2d_render/layer_20
Default | “” |
Optional name for the 2D render layer 20.
- String layer_names/2d_render/layer_3
Default | “” |
Optional name for the 2D render layer 3.
- String layer_names/2d_render/layer_4
Default | “” |
Optional name for the 2D render layer 4.
- String layer_names/2d_render/layer_5
Default | “” |
Optional name for the 2D render layer 5.
- String layer_names/2d_render/layer_6
Default | “” |
Optional name for the 2D render layer 6.
- String layer_names/2d_render/layer_7
Default | “” |
Optional name for the 2D render layer 7.
- String layer_names/2d_render/layer_8
Default | “” |
Optional name for the 2D render layer 8.
- String layer_names/2d_render/layer_9
Default | “” |
Optional name for the 2D render layer 9.
- String layer_names/3d_physics/layer_1
Default | “” |
Optional name for the 3D physics layer 1.
- String layer_names/3d_physics/layer_10
Default | “” |
Optional name for the 3D physics layer 10.
- String layer_names/3d_physics/layer_11
Default | “” |
Optional name for the 3D physics layer 11.
- String layer_names/3d_physics/layer_12
Default | “” |
Optional name for the 3D physics layer 12.
- String layer_names/3d_physics/layer_13
Default | “” |
Optional name for the 3D physics layer 13.
- String layer_names/3d_physics/layer_14
Default | “” |
Optional name for the 3D physics layer 14.
- String layer_names/3d_physics/layer_15
Default | “” |
Optional name for the 3D physics layer 15.
- String layer_names/3d_physics/layer_16
Default | “” |
Optional name for the 3D physics layer 16.
- String layer_names/3d_physics/layer_17
Default | “” |
Optional name for the 3D physics layer 17.
- String layer_names/3d_physics/layer_18
Default | “” |
Optional name for the 3D physics layer 18.
- String layer_names/3d_physics/layer_19
Default | “” |
Optional name for the 3D physics layer 19.
- String layer_names/3d_physics/layer_2
Default | “” |
Optional name for the 3D physics layer 2.
- String layer_names/3d_physics/layer_20
Default | “” |
Optional name for the 3D physics layer 20.
- String layer_names/3d_physics/layer_3
Default | “” |
Optional name for the 3D physics layer 3.
- String layer_names/3d_physics/layer_4
Default | “” |
Optional name for the 3D physics layer 4.
- String layer_names/3d_physics/layer_5
Default | “” |
Optional name for the 3D physics layer 5.
- String layer_names/3d_physics/layer_6
Default | “” |
Optional name for the 3D physics layer 6.
- String layer_names/3d_physics/layer_7
Default | “” |
Optional name for the 3D physics layer 7.
- String layer_names/3d_physics/layer_8
Default | “” |
Optional name for the 3D physics layer 8.
- String layer_names/3d_physics/layer_9
Default | “” |
Optional name for the 3D physics layer 9.
- String layer_names/3d_render/layer_1
Default | “” |
Optional name for the 3D render layer 1.
- String layer_names/3d_render/layer_10
Default | “” |
Optional name for the 3D render layer 10.
- String layer_names/3d_render/layer_11
Default | “” |
Optional name for the 3D render layer 11.
- String layer_names/3d_render/layer_12
Default | “” |
Optional name for the 3D render layer 12.
- String layer_names/3d_render/layer_13
Default | “” |
Optional name for the 3D render layer 13.
- String layer_names/3d_render/layer_14
Default | “” |
Optional name for the 3D render layer 14
- String layer_names/3d_render/layer_15
Default | “” |
Optional name for the 3D render layer 15.
- String layer_names/3d_render/layer_16
Default | “” |
Optional name for the 3D render layer 16.
- String layer_names/3d_render/layer_17
Default | “” |
Optional name for the 3D render layer 17.
- String layer_names/3d_render/layer_18
Default | “” |
Optional name for the 3D render layer 18.
- String layer_names/3d_render/layer_19
Default | “” |
Optional name for the 3D render layer 19.
- String layer_names/3d_render/layer_2
Default | “” |
Optional name for the 3D render layer 2.
- String layer_names/3d_render/layer_20
Default | “” |
Optional name for the 3D render layer 20.
- String layer_names/3d_render/layer_3
Default | “” |
Optional name for the 3D render layer 3.
- String layer_names/3d_render/layer_4
Default | “” |
Optional name for the 3D render layer 4.
- String layer_names/3d_render/layer_5
Default | “” |
Optional name for the 3D render layer 5.
- String layer_names/3d_render/layer_6
Default | “” |
Optional name for the 3D render layer 6.
- String layer_names/3d_render/layer_7
Default | “” |
Optional name for the 3D render layer 7.
- String layer_names/3d_render/layer_8
Default | “” |
Optional name for the 3D render layer 8.
- String layer_names/3d_render/layer_9
Default | “” |
Optional name for the 3D render layer 9.
- String locale/fallback
Default | “en” |
The locale to fall back to if a translation isn’t available in a given language. If left empty, en
(English) will be used.
- String locale/test
Default | “” |
If non-empty, this locale will be used when running the project from the editor.
- bool logging/file_logging/enable_file_logging
Default | false |
If true
, logs all output to files.
- bool logging/file_logging/enable_file_logging.pc
Default | true |
Desktop override for logging/file_logging/enable_file_logging, as log files are not readily accessible on mobile/Web platforms.
- String logging/file_logging/log_path
Default | “user://logs/godot.log” |
Path to logs within the project. Using an user://
path is recommended.
- int logging/file_logging/max_log_files
Default | 5 |
Specifies the maximum amount of log files allowed (used for rotation).
- int memory/limits/command_queue/multithreading_queue_size_kb
Default | 256 |
- int memory/limits/message_queue/max_size_kb
Default | 4096 |
Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.
- int memory/limits/multithreaded_server/rid_pool_prealloc
Default | 60 |
This is used by servers when used in multi-threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number.
- int network/limits/debugger_stdout/max_chars_per_second
Default | 2048 |
Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
- int network/limits/debugger_stdout/max_errors_per_second
Default | 100 |
Maximum number of errors allowed to be sent as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
- int network/limits/debugger_stdout/max_messages_per_frame
Default | 10 |
Maximum amount of messages allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
- int network/limits/debugger_stdout/max_warnings_per_second
Default | 100 |
Maximum number of warnings allowed to be sent as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
- int network/limits/packet_peer_stream/max_buffer_po2
Default | 16 |
Default size of packet peer stream for deserializing Godot data (in bytes, specified as a power of two). The default value 16
is equal to 65,536 bytes. Over this size, data is dropped.
- int network/limits/tcp/connect_timeout_seconds
Default | 30 |
Timeout (in seconds) for connection attempts using TCP.
- int network/limits/webrtc/max_channel_in_buffer_kb
Default | 64 |
Maximum size (in kiB) for the WebRTCDataChannel input buffer.
- int network/limits/websocket_client/max_in_buffer_kb
Default | 64 |
Maximum size (in kiB) for the WebSocketClient input buffer.
- int network/limits/websocket_client/max_in_packets
Default | 1024 |
Maximum number of concurrent input packets for WebSocketClient.
- int network/limits/websocket_client/max_out_buffer_kb
Default | 64 |
Maximum size (in kiB) for the WebSocketClient output buffer.
- int network/limits/websocket_client/max_out_packets
Default | 1024 |
Maximum number of concurrent output packets for WebSocketClient.
- int network/limits/websocket_server/max_in_buffer_kb
Default | 64 |
Maximum size (in kiB) for the WebSocketServer input buffer.
- int network/limits/websocket_server/max_in_packets
Default | 1024 |
Maximum number of concurrent input packets for WebSocketServer.
- int network/limits/websocket_server/max_out_buffer_kb
Default | 64 |
Maximum size (in kiB) for the WebSocketServer output buffer.
- int network/limits/websocket_server/max_out_packets
Default | 1024 |
Maximum number of concurrent output packets for WebSocketServer.
- int network/remote_fs/page_read_ahead
Default | 4 |
Amount of read ahead used by remote filesystem. Higher values decrease the effects of latency at the cost of higher bandwidth usage.
- int network/remote_fs/page_size
Default | 65536 |
Page size used by remote filesystem (in bytes).
- String network/ssl/certificates
Default | “” |
The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will override Godot’s default Mozilla certificate bundle. If left empty, the default certificate bundle will be used.
If in doubt, leave this setting empty.
- int node/name_casing
Default | 0 |
When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.
- int node/name_num_separator
Default | 0 |
What to use to separate node name from number. This is mostly an editor setting.
- int physics/2d/bp_hash_table_size
Default | 4096 |
Size of the hash table used for the broad-phase 2D hash grid algorithm.
- int physics/2d/cell_size
Default | 128 |
Cell size used for the broad-phase 2D hash grid algorithm (in pixels).
- float physics/2d/default_angular_damp
Default | 1.0 |
The default angular damp in 2D.
Note: Good values are in the range 0
to 1
. At value 0
objects will keep moving with the same velocity. Values greater than 1
will aim to reduce the velocity to 0
in less than a second e.g. a value of 2
will aim to reduce the velocity to 0
in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60
by default) will bring the object to a stop in one iteration.
- int physics/2d/default_gravity
Default | 98 |
The default gravity strength in 2D.
Note: This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
# Set the default gravity strength to 98.
Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY, 98)
- Vector2 physics/2d/default_gravity_vector
Default | Vector2( 0, 1 ) |
The default gravity direction in 2D.
Note: This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
# Set the default gravity direction to `Vector2(0, 1)`.
Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))
- float physics/2d/default_linear_damp
Default | 0.1 |
The default linear damp in 2D.
Note: Good values are in the range 0
to 1
. At value 0
objects will keep moving with the same velocity. Values greater than 1
will aim to reduce the velocity to 0
in less than a second e.g. a value of 2
will aim to reduce the velocity to 0
in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60
by default) will bring the object to a stop in one iteration.
- int physics/2d/large_object_surface_threshold_in_cells
Default | 512 |
Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm.
- String physics/2d/physics_engine
Default | “DEFAULT” |
Sets which physics engine to use for 2D physics.
“DEFAULT” and “GodotPhysics” are the same, as there is currently no alternative 2D physics server implemented.
- float physics/2d/sleep_threshold_angular
Default | 0.139626 |
Threshold angular velocity under which a 2D physics body will be considered inactive. See Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD.
- float physics/2d/sleep_threshold_linear
Default | 2.0 |
Threshold linear velocity under which a 2D physics body will be considered inactive. See Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD.
- int physics/2d/thread_model
Default | 1 |
Sets whether physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
Warning: As of Godot 3.2, there are mixed reports about the use of a Multi-Threaded thread model for physics. Be sure to assess whether it does give you extra performance and no regressions when using it.
- float physics/2d/time_before_sleep
Default | 0.5 |
Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP.
- bool physics/3d/active_soft_world
Default | true |
Sets whether the 3D physics world will be created with support for SoftBody physics. Only applies to the Bullet physics engine.
- float physics/3d/default_angular_damp
Default | 0.1 |
The default angular damp in 3D.
Note: Good values are in the range 0
to 1
. At value 0
objects will keep moving with the same velocity. Values greater than 1
will aim to reduce the velocity to 0
in less than a second e.g. a value of 2
will aim to reduce the velocity to 0
in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60
by default) will bring the object to a stop in one iteration.
- float physics/3d/default_gravity
Default | 9.8 |
The default gravity strength in 3D.
Note: This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
# Set the default gravity strength to 9.8.
PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, 9.8)
- Vector3 physics/3d/default_gravity_vector
Default | Vector3( 0, -1, 0 ) |
The default gravity direction in 3D.
Note: This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
# Set the default gravity direction to `Vector3(0, -1, 0)`.
PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))
- float physics/3d/default_linear_damp
Default | 0.1 |
The default linear damp in 3D.
Note: Good values are in the range 0
to 1
. At value 0
objects will keep moving with the same velocity. Values greater than 1
will aim to reduce the velocity to 0
in less than a second e.g. a value of 2
will aim to reduce the velocity to 0
in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60
by default) will bring the object to a stop in one iteration.
- String physics/3d/physics_engine
Default | “DEFAULT” |
Sets which physics engine to use for 3D physics.
“DEFAULT” is currently the Bullet physics engine. The “GodotPhysics” engine is still supported as an alternative.
- bool physics/common/enable_object_picking
Default | true |
Enables Viewport.physics_object_picking on the root viewport.
- int physics/common/physics_fps
Default | 60 |
The number of fixed iterations per second. This controls how often physics simulation and Node._physics_process methods are run.
Note: This property is only read when the project starts. To change the physics FPS at runtime, set Engine.iterations_per_second instead.
- float physics/common/physics_jitter_fix
Default | 0.5 |
Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
Note: This property is only read when the project starts. To change the physics FPS at runtime, set Engine.physics_jitter_fix instead.
- bool rendering/batching/debug/diagnose_frame
Default | false |
When batching is on, this regularly prints a frame diagnosis log. Note that this will degrade performance.
- bool rendering/batching/debug/flash_batching
Default | false |
Experimental For regression testing against the old renderer. If this is switched on, and use_batching
is set, the renderer will swap alternately between using the old renderer, and the batched renderer, on each frame. This makes it easy to identify visual differences. Performance will be degraded.
- int rendering/batching/lights/max_join_items
Default | 32 |
Lights have the potential to prevent joining items, and break many of the performance benefits of batching. This setting enables some complex logic to allow joining items if their lighting is similar, and overlap tests pass. This can significantly improve performance in some games. Set to 0 to switch off. With large values the cost of overlap tests may lead to diminishing returns.
- float rendering/batching/lights/scissor_area_threshold
Default | 1.0 |
Sets the proportion of the total screen area (in pixels) that must be saved by a scissor operation in order to activate light scissoring. This can prevent parts of items being rendered outside the light area. Lower values scissor more aggressively. A value of 1 scissors none of the items, a value of 0 scissors every item. The power of 4 of the value is used, in order to emphasize the lower range, and multiplied by the total screen area in pixels to give the threshold. This can reduce fill rate requirements in scenes with a lot of lighting.
- bool rendering/batching/options/single_rect_fallback
Default | false |
Enabling this setting uses the legacy method to draw batches containing only one rect. The legacy method is faster (approx twice as fast), but can cause flicker on some systems. In order to directly compare performance with the non-batching renderer you can set this to true, but it is recommended to turn this off unless you can guarantee your target hardware will work with this method.
- bool rendering/batching/options/use_batching
Default | true |
Turns batching on and off. Batching increases performance by reducing the amount of graphics API drawcalls.
Note: Currently only effective when using the GLES2 renderer.
- bool rendering/batching/options/use_batching_in_editor
Default | true |
Switches on batching within the editor.
Note: Currently only effective when using the GLES2 renderer.
- int rendering/batching/parameters/batch_buffer_size
Default | 16384 |
Size of buffer reserved for batched vertices. Larger size enables larger batches, but there are diminishing returns for the memory used. This should only have a minor effect on performance.
- float rendering/batching/parameters/colored_vertex_format_threshold
Default | 0.25 |
Including color in the vertex format has a cost, however, not including color prevents batching across color changes. This threshold determines the ratio of number of vertex color changes / total number of vertices
above which vertices will be translated to colored format. A value of 0 will always use colored vertices, 1 will never use colored vertices.
- int rendering/batching/parameters/item_reordering_lookahead
Default | 4 |
In certain circumstances, the batcher can reorder items in order to better join them. This may result in better performance. An overlap test is needed however for each item lookahead, so there is a trade off, with diminishing returns. If you are getting no benefit, setting this to 0 will switch it off.
- int rendering/batching/parameters/max_join_item_commands
Default | 16 |
Sets the number of commands to lookahead to determine whether to batch render items. A value of 1 can join items consisting of single commands, 0 turns off joining. Higher values are in theory more likely to join, however this has diminishing returns and has a runtime cost so a small value is recommended.
- bool rendering/batching/precision/uv_contract
Default | false |
On some platforms (especially mobile), precision issues in shaders can lead to reading 1 texel outside of bounds, particularly where rects are scaled. This can particularly lead to border artifacts around tiles in tilemaps.
This adjustment corrects for this by making a small contraction to the UV coordinates used. Note that this can result in a slight squashing of border texels.
- int rendering/batching/precision/uv_contract_amount
Default | 100 |
The amount of UV contraction. This figure is divided by 1000000, and is a proportion of the total texture dimensions, where the width and height are both ranged from 0.0 to 1.0.
Use the default unless correcting for a problem on particular hardware.
- Color rendering/environment/default_clear_color
Default | Color( 0.3, 0.3, 0.3, 1 ) |
Default background clear color. Overridable per Viewport using its Environment. See Environment.background_mode and Environment.background_color in particular. To change this default color programmatically, use VisualServer.set_default_clear_color.
- String rendering/environment/default_environment
Default | “” |
Environment that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete default_env.tres
, or to specify a different default environment here.
- bool rendering/gles2/compatibility/disable_half_float
Default | false |
The use of half-float vertex compression may be producing rendering errors on some platforms (especially iOS). These have been seen particularly in particles. Disabling half-float may resolve these problems.
- bool rendering/gles2/compatibility/enable_high_float.Android
Default | false |
If true
and available on the target device, enables high floating point precision for all shader computations in GLES2.
Warning: High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution.
- int rendering/limits/buffers/blend_shape_max_buffer_size_kb
Default | 4096 |
Max buffer size for blend shapes. Any blend shape bigger than this will not work.
- int rendering/limits/buffers/canvas_polygon_buffer_size_kb
Default | 128 |
Max buffer size for drawing polygons. Any polygon bigger than this will not work.
- int rendering/limits/buffers/canvas_polygon_index_buffer_size_kb
Default | 128 |
Max index buffer size for drawing polygons. Any polygon bigger than this will not work.
- int rendering/limits/buffers/immediate_buffer_size_kb
Default | 2048 |
Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.
- int rendering/limits/rendering/max_lights_per_object
Default | 32 |
Max number of lights renderable per object. This is further limited by hardware support. Most devices only support 409 lights, while many devices (especially mobile) only support 102. Setting this low will slightly reduce memory usage and may decrease shader compile times.
- int rendering/limits/rendering/max_renderable_elements
Default | 65536 |
Max amount of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
- int rendering/limits/rendering/max_renderable_lights
Default | 4096 |
Max number of lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
- int rendering/limits/rendering/max_renderable_reflections
Default | 1024 |
Max number of reflection probes renderable in a frame. If more reflection probes than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
- float rendering/limits/time/time_rollover_secs
Default | 3600 |
Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
- int rendering/quality/2d/ninepatch_mode
Default | 0 |
Choose between default mode where corner scalings are preserved matching the artwork, and scaling mode.
Not available in GLES3 when rendering/batching/options/use_batching is off.
- bool rendering/quality/2d/use_camera_snap
Default | false |
- bool rendering/quality/2d/use_nvidia_rect_flicker_workaround
Default | false |
Some NVIDIA GPU drivers have a bug which produces flickering issues for the draw_rect
method, especially as used in TileMap. Refer to GitHub issue 9913 for details.
If true
, this option enables a “safe” code path for such NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 rendering, but only on desktop platforms.
- bool rendering/quality/2d/use_pixel_snap
Default | false |
If true
, forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.
Consider using the project setting rendering/batching/precision/uv_contract to prevent artifacts.
- bool rendering/quality/2d/use_software_skinning
Default | true |
If true
, performs 2D skinning on the CPU rather than the GPU. This provides greater compatibility with a wide range of hardware, and also may be faster in some circumstances.
Currently only available when rendering/batching/options/use_batching is active.
- bool rendering/quality/2d/use_transform_snap
Default | false |
If true
, forces snapping of 2D object transforms to the nearest whole coordinate.
Can help prevent unwanted relative movement in pixel art styles.
- bool rendering/quality/depth/hdr
Default | true |
If true
, allocates the main framebuffer with high dynamic range. High dynamic range allows the use of Color values greater than 1.
Note: Only available on the GLES3 backend.
- bool rendering/quality/depth/hdr.mobile
Default | false |
Lower-end override for rendering/quality/depth/hdr on mobile devices, due to performance concerns or driver support.
- String rendering/quality/depth_prepass/disable_for_vendors
Default | “PowerVR,Mali,Adreno,Apple” |
Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this.
- bool rendering/quality/depth_prepass/enable
Default | true |
If true
, performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
- int rendering/quality/directional_shadow/size
Default | 4096 |
The directional shadow’s size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2.
- int rendering/quality/directional_shadow/size.mobile
Default | 2048 |
Lower-end override for rendering/quality/directional_shadow/size on mobile devices, due to performance concerns or driver support.
- String rendering/quality/driver/driver_name
Default | “GLES3” |
The video driver to use (“GLES2” or “GLES3”).
Note: The backend in use can be overridden at runtime via the --video-driver
command line argument, or by the rendering/quality/driver/fallback_to_gles2 option if the target system does not support GLES3 and falls back to GLES2. In such cases, this property is not updated, so use OS.get_current_video_driver to query it at run-time.
- bool rendering/quality/driver/fallback_to_gles2
Default | false |
If true
, allows falling back to the GLES2 driver if the GLES3 driver is not supported.
Note: The two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack’s size.
- int rendering/quality/filters/anisotropic_filter_level
Default | 4 |
Maximum anisotropic filter level used for textures with anisotropy enabled. Higher values will result in sharper textures when viewed from oblique angles, at the cost of performance. Only power-of-two values are valid (2, 4, 8, 16).
- int rendering/quality/filters/msaa
Default | 0 |
Sets the number of MSAA samples to use. MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware.
Note: MSAA is not available on HTML5 export using the GLES2 backend.
- bool rendering/quality/filters/use_debanding
Default | false |
If true
, uses a fast post-processing filter to make banding significantly less visible. In some cases, debanding may introduce a slightly noticeable dithering pattern. It’s recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
Note: Only available on the GLES3 backend. rendering/quality/depth/hdr must also be true
for debanding to be effective.
- bool rendering/quality/filters/use_fxaa
Default | false |
Enables FXAA in the root Viewport. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.
- bool rendering/quality/filters/use_nearest_mipmap_filter
Default | false |
If true
, uses nearest-neighbor mipmap filtering when using mipmaps (also called “bilinear filtering”), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If false
, linear mipmap filtering (also called “trilinear filtering”) is used.
- int rendering/quality/intended_usage/framebuffer_allocation
Default | 2 |
Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to “2D Without Sampling” or “3D Without Effects”, sample buffers will not be allocated. This means SCREEN_TEXTURE
and DEPTH_TEXTURE
will not be available in shaders and post-processing effects will not be available in the Environment.
- int rendering/quality/intended_usage/framebuffer_allocation.mobile
Default | 3 |
Lower-end override for rendering/quality/intended_usage/framebuffer_allocation on mobile devices, due to performance concerns or driver support.
- int rendering/quality/reflections/atlas_size
Default | 2048 |
Size of the atlas used by reflection probes. A larger size can result in higher visual quality, while a smaller size will be faster and take up less memory.
- int rendering/quality/reflections/atlas_subdiv
Default | 8 |
Number of subdivisions to use for the reflection atlas. A higher number lowers the quality of each atlas, but allows you to use more.
- bool rendering/quality/reflections/high_quality_ggx
Default | true |
If true
, uses a high amount of samples to create blurred variants of reflection probes and panorama backgrounds (sky). Those blurred variants are used by rough materials.
- bool rendering/quality/reflections/high_quality_ggx.mobile
Default | false |
Lower-end override for rendering/quality/reflections/high_quality_ggx on mobile devices, due to performance concerns or driver support.
- int rendering/quality/reflections/irradiance_max_size
Default | 128 |
Limits the size of the irradiance map which is normally determined by Sky.radiance_size. A higher size results in a higher quality irradiance map similarly to rendering/quality/reflections/high_quality_ggx. Use a higher value when using high-frequency HDRI maps, otherwise keep this as low as possible.
Note: Low and mid range hardware do not support complex irradiance maps well and may crash if this is set too high.
- bool rendering/quality/reflections/texture_array_reflections
Default | true |
If true
, uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise on reflections, but costs more performance and memory.
- bool rendering/quality/reflections/texture_array_reflections.mobile
Default | false |
Lower-end override for rendering/quality/reflections/texture_array_reflections on mobile devices, due to performance concerns or driver support.
- bool rendering/quality/shading/force_blinn_over_ggx
Default | false |
If true
, uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.
- bool rendering/quality/shading/force_blinn_over_ggx.mobile
Default | true |
Lower-end override for rendering/quality/shading/force_blinn_over_ggx on mobile devices, due to performance concerns or driver support.
- bool rendering/quality/shading/force_lambert_over_burley
Default | false |
If true
, uses faster but lower-quality Lambert material lighting model instead of Burley.
- bool rendering/quality/shading/force_lambert_over_burley.mobile
Default | true |
Lower-end override for rendering/quality/shading/force_lambert_over_burley on mobile devices, due to performance concerns or driver support.
- bool rendering/quality/shading/force_vertex_shading
Default | false |
If true
, forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
- bool rendering/quality/shading/force_vertex_shading.mobile
Default | true |
Lower-end override for rendering/quality/shading/force_vertex_shading on mobile devices, due to performance concerns or driver support.
- int rendering/quality/shadow_atlas/quadrant_0_subdiv
Default | 1 |
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
- int rendering/quality/shadow_atlas/quadrant_1_subdiv
Default | 2 |
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
- int rendering/quality/shadow_atlas/quadrant_2_subdiv
Default | 3 |
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
- int rendering/quality/shadow_atlas/quadrant_3_subdiv
Default | 4 |
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
- int rendering/quality/shadow_atlas/size
Default | 4096 |
Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
- int rendering/quality/shadow_atlas/size.mobile
Default | 2048 |
Lower-end override for rendering/quality/shadow_atlas/size on mobile devices, due to performance concerns or driver support.
- int rendering/quality/shadows/filter_mode
Default | 1 |
Shadow filter mode. Higher-quality settings result in smoother shadows that flicker less when moving. “Disabled” is the fastest option, but also has the lowest quality. “PCF5” is smoother but is also slower. “PCF13” is the smoothest option, but is also the slowest.
- int rendering/quality/shadows/filter_mode.mobile
Default | 0 |
Lower-end override for rendering/quality/shadows/filter_mode on mobile devices, due to performance concerns or driver support.
- bool rendering/quality/skinning/force_software_skinning
Default | false |
Forces MeshInstance to always perform skinning on the CPU (applies to both GLES2 and GLES3).
See also rendering/quality/skinning/software_skinning_fallback.
- bool rendering/quality/skinning/software_skinning_fallback
Default | true |
Allows MeshInstance to perform skinning on the CPU when the hardware doesn’t support the default GPU skinning process with GLES2.
If false
, an alternative skinning process on the GPU is used in this case (slower in most cases).
See also rendering/quality/skinning/force_software_skinning.
Note: When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix.
- float rendering/quality/spatial_partitioning/render_tree_balance
Default | 0.0 |
The rendering octree balance can be changed to favor smaller (0
), or larger (1
) branches.
Larger branches can increase performance significantly in some projects.
- bool rendering/quality/subsurface_scattering/follow_surface
Default | false |
Improves quality of subsurface scattering, but cost significantly increases.
- int rendering/quality/subsurface_scattering/quality
Default | 1 |
Quality setting for subsurface scattering (samples taken).
- int rendering/quality/subsurface_scattering/scale
Default | 1.0 |
Max radius used for subsurface scattering samples.
- bool rendering/quality/subsurface_scattering/weight_samples
Default | true |
Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.
- bool rendering/quality/voxel_cone_tracing/high_quality
Default | false |
Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU.
- int rendering/threads/thread_model
Default | 1 |
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
- bool rendering/vram_compression/import_bptc
Default | false |
If true
, the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the GLES3 renderer.
- bool rendering/vram_compression/import_etc
Default | false |
If true
, the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn’t support alpha channels in textures.
- bool rendering/vram_compression/import_etc2
Default | true |
If true
, the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the GLES3 renderer.
- bool rendering/vram_compression/import_pvrtc
Default | false |
If true
, the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS.
- bool rendering/vram_compression/import_s3tc
Default | true |
If true
, the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
- int world/2d/cell_size
Default | 100 |
Cell size used for the 2D hash grid that VisibilityNotifier2D uses (in pixels).
Method Descriptions
- void add_property_info ( Dictionary hint )
Adds a custom property info to a property. The dictionary must contain:
name
: String (the property’s name)type
: int (see Variant.Type)- optionally
hint
: int (see PropertyHint) andhint_string
: String
Example:
ProjectSettings.set("category/property_name", 0)
var property_info = {
"name": "category/property_name",
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "one,two,three"
}
ProjectSettings.add_property_info(property_info)
- void clear ( String name )
Clears the whole configuration (not recommended, may break things).
Returns the order of a configuration value (influences when saved to the config file).
Returns the value of a setting.
Example:
print(ProjectSettings.get_setting("application/config/name"))
Returns the absolute, native OS path corresponding to the localized path
(starting with res://
or user://
). The returned path will vary depending on the operating system and user preferences. See File paths in Godot projects to see what those paths convert to. See also localize_path.
Note: globalize_path with res://
will not work in an exported project. Instead, prepend the executable’s base directory to the path when running from an exported project:
var path = ""
if OS.has_feature("editor"):
# Running from an editor binary.
# `path` will contain the absolute path to `hello.txt` located in the project root.
path = ProjectSettings.globalize_path("res://hello.txt")
else:
# Running from an exported project.
# `path` will contain the absolute path to `hello.txt` next to the executable.
# This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path,
# but is close enough in spirit.
path = OS.get_executable_path().get_base_dir().plus_file("hello.txt")
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
unless replace_files
is set to false
.
Note: The optional offset
parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files.
Returns the localized path (starting with res://
) corresponding to the absolute, native OS path
. See also globalize_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.
- Error save ( )
Saves the configuration to the project.godot
file.
Saves the configuration to a custom file. The file extension must be .godot
(to save in text-based ConfigFile format) or .binary
(to save in binary format).
Sets the specified property’s initial value. This is the value the property reverts to.
Sets the order of a configuration value (influences when saved to the config file).
Sets the value of a setting.
Example:
ProjectSettings.set_setting("application/config/name", "Example")