ProjectSettings
Inherits: Object
Category: Core
Brief Description
Contains global variables accessible from everywhere.
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 ) |
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 ) |
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
- String android/modules
Comma-separated list of custom Android modules (which must have been built in the Android export templates) using their Java package path, e.g. org/godotengine/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.
- String audio/driver
Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.
- bool audio/enable_audio_input
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).
- bool editor/active
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.
- String gui/theme/custom
Use a custom theme resource, set a path to it here.
- String gui/theme/custom_font
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).
- Dictionary input/ui_accept
- Dictionary input/ui_cancel
- Dictionary input/ui_down
- Dictionary input/ui_end
- Dictionary input/ui_focus_next
- Dictionary input/ui_focus_prev
- Dictionary input/ui_home
- Dictionary input/ui_left
- Dictionary input/ui_page_down
- Dictionary input/ui_page_up
- Dictionary input/ui_right
- Dictionary input/ui_select
- Dictionary input/ui_up
- 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
- String locale/fallback
The locale to fall back to if a translation isn’t available in a given language. If left empty, en
(English) will be used.
- String locale/test
If non-empty, this locale will be used when running the project from the editor.
- bool logging/file_logging/enable_file_logging
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.
- Script script
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) and type:int(see TYPE_* in @GlobalScope), and optionally hint:int(see PROPERTY_HINT_* in @GlobalScope), hint_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).
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.
- Error save ( )
Saves the configuration to the project.godot
file.
Saves the configuration to a custom file.
Sets the order of a configuration value (influences when saved to the config file).