ProjectSettings

Inherits: Object

Contains global variables accessible from everywhere.

Description

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

When naming a Project Settings property, use the full path to the setting including the category. For example, "application/config/name" for the project name. Category and property names can be viewed in the Project Settings dialog.

Feature tags: Project settings can be overridden for specific platforms and configurations (debug, release, …) using feature tags.

Overriding: Any project setting can be overridden by creating a file named override.cfg in the project’s root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings’ feature tags in account. Therefore, make sure to also override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.

Tutorials

Properties

String

android/modules

“”

Color

application/boot_splash/bg_color

Color( 0.14, 0.14, 0.14, 1 )

bool

application/boot_splash/fullsize

true

String

application/boot_splash/image

“”

bool

application/boot_splash/use_filter

true

String

application/config/custom_user_dir_name

“”

String

application/config/description

“”

String

application/config/icon

“”

String

application/config/macos_native_icon

“”

String

application/config/name

“”

String

application/config/project_settings_override

“”

bool

application/config/use_custom_user_dir

false

String

application/config/windows_native_icon

“”

bool

application/run/disable_stderr

false

bool

application/run/disable_stdout

false

bool

application/run/flush_stdout_on_print

false

bool

application/run/flush_stdout_on_print.debug

true

int

application/run/frame_delay_msec

0

bool

application/run/low_processor_mode

false

int

application/run/low_processor_mode_sleep_usec

6900

String

application/run/main_scene

“”

float

audio/channel_disable_threshold_db

-60.0

float

audio/channel_disable_time

2.0

String

audio/default_bus_layout

“res://default_bus_layout.tres”

String

audio/driver

“PulseAudio”

bool

audio/enable_audio_input

false

int

audio/mix_rate

44100

int

audio/output_latency

15

int

audio/output_latency.web

50

int

audio/video_delay_compensation_ms

0

int

compression/formats/gzip/compression_level

-1

int

compression/formats/zlib/compression_level

-1

int

compression/formats/zstd/compression_level

3

bool

compression/formats/zstd/long_distance_matching

false

int

compression/formats/zstd/window_log_size

27

bool

debug/gdscript/completion/autocomplete_setters_and_getters

false

bool

debug/gdscript/warnings/constant_used_as_function

true

bool

debug/gdscript/warnings/deprecated_keyword

true

bool

debug/gdscript/warnings/enable

true

bool

debug/gdscript/warnings/exclude_addons

true

bool

debug/gdscript/warnings/function_conflicts_constant

true

bool

debug/gdscript/warnings/function_conflicts_variable

true

bool

debug/gdscript/warnings/function_may_yield

true

bool

debug/gdscript/warnings/function_used_as_property

true

bool

debug/gdscript/warnings/incompatible_ternary

true

bool

debug/gdscript/warnings/integer_division

true

bool

debug/gdscript/warnings/narrowing_conversion

true

bool

debug/gdscript/warnings/property_used_as_function

true

bool

debug/gdscript/warnings/return_value_discarded

true

bool

debug/gdscript/warnings/shadowed_variable

true

bool

debug/gdscript/warnings/standalone_expression

true

bool

debug/gdscript/warnings/standalone_ternary

true

bool

debug/gdscript/warnings/treat_warnings_as_errors

false

bool

debug/gdscript/warnings/unassigned_variable

true

bool

debug/gdscript/warnings/unassigned_variable_op_assign

true

bool

debug/gdscript/warnings/unreachable_code

true

bool

debug/gdscript/warnings/unsafe_call_argument

false

bool

debug/gdscript/warnings/unsafe_cast

false

bool

debug/gdscript/warnings/unsafe_method_access

false

bool

debug/gdscript/warnings/unsafe_property_access

false

bool

debug/gdscript/warnings/unused_argument

true

bool

debug/gdscript/warnings/unused_class_variable

false

bool

debug/gdscript/warnings/unused_signal

true

bool

debug/gdscript/warnings/unused_variable

true

bool

debug/gdscript/warnings/variable_conflicts_function

true

bool

debug/gdscript/warnings/void_assignment

true

String

debug/settings/crash_handler/message

“Please include this when reporting the bug on https://github.com/godotengine/godot/issues

int

debug/settings/fps/force_fps

0

int

debug/settings/gdscript/max_call_stack

1024

int

debug/settings/profiler/max_functions

16384

bool

debug/settings/stdout/print_fps

false

bool

debug/settings/stdout/verbose_stdout

false

int

debug/settings/visual_script/max_call_stack

1024

Color

debug/shapes/collision/contact_color

Color( 1, 0.2, 0.1, 0.8 )

bool

debug/shapes/collision/draw_2d_outlines

true

int

debug/shapes/collision/max_contacts_displayed

10000

Color

debug/shapes/collision/shape_color

Color( 0, 0.6, 0.7, 0.42 )

Color

debug/shapes/navigation/disabled_geometry_color

Color( 1, 0.7, 0.1, 0.4 )

Color

debug/shapes/navigation/geometry_color

Color( 0.1, 1, 0.7, 0.4 )

String

display/mouse_cursor/custom_image

“”

Vector2

display/mouse_cursor/custom_image_hotspot

Vector2( 0, 0 )

Vector2

display/mouse_cursor/tooltip_position_offset

Vector2( 10, 10 )

bool

display/window/dpi/allow_hidpi

false

bool

display/window/energy_saving/keep_screen_on

true

String

display/window/handheld/orientation

“landscape”

bool

display/window/ios/hide_home_indicator

true

bool

display/window/per_pixel_transparency/allowed

false

bool

display/window/per_pixel_transparency/enabled

false

bool

display/window/size/always_on_top

false

bool

display/window/size/borderless

false

bool

display/window/size/fullscreen

false

int

display/window/size/height

600

bool

display/window/size/resizable

true

int

display/window/size/test_height

0

int

display/window/size/test_width

0

int

display/window/size/width

1024

String

display/window/tablet_driver

“”

bool

display/window/vsync/use_vsync

true

bool

display/window/vsync/vsync_via_compositor

false

String

editor/script_templates_search_path

“res://script_templates”

PoolStringArray

editor/search_in_file_extensions

PoolStringArray( “gd”, “shader” )

int

gui/common/default_scroll_deadzone

0

bool

gui/common/swap_ok_cancel

false

int

gui/common/text_edit_undo_stack_max_size

1024

String

gui/theme/custom

“”

String

gui/theme/custom_font

“”

bool

gui/theme/use_hidpi

false

int

gui/timers/incremental_search_max_interval_msec

2000

float

gui/timers/text_edit_idle_detect_sec

3

float

gui/timers/tooltip_delay_sec

0.5

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

true

bool

input_devices/pointing/emulate_touch_from_mouse

false

float

input_devices/pointing/ios/touch_delay

0.15

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

“en”

String

locale/test

“”

bool

logging/file_logging/enable_file_logging

false

bool

logging/file_logging/enable_file_logging.pc

true

String

logging/file_logging/log_path

“user://logs/godot.log”

int

logging/file_logging/max_log_files

5

int

memory/limits/command_queue/multithreading_queue_size_kb

256

int

memory/limits/message_queue/max_size_kb

4096

int

memory/limits/multithreaded_server/rid_pool_prealloc

60

int

network/limits/debugger_stdout/max_chars_per_second

2048

int

network/limits/debugger_stdout/max_errors_per_second

100

int

network/limits/debugger_stdout/max_messages_per_frame

10

int

network/limits/debugger_stdout/max_warnings_per_second

100

int

network/limits/packet_peer_stream/max_buffer_po2

16

int

network/limits/tcp/connect_timeout_seconds

30

int

network/limits/webrtc/max_channel_in_buffer_kb

64

int

network/limits/websocket_client/max_in_buffer_kb

64

int

network/limits/websocket_client/max_in_packets

1024

int

network/limits/websocket_client/max_out_buffer_kb

64

int

network/limits/websocket_client/max_out_packets

1024

int

network/limits/websocket_server/max_in_buffer_kb

64

int

network/limits/websocket_server/max_in_packets

1024

int

network/limits/websocket_server/max_out_buffer_kb

64

int

network/limits/websocket_server/max_out_packets

1024

int

network/remote_fs/page_read_ahead

4

int

network/remote_fs/page_size

65536

String

network/ssl/certificates

“”

int

node/name_casing

0

int

node/name_num_separator

0

int

physics/2d/bp_hash_table_size

4096

int

physics/2d/cell_size

128

float

physics/2d/default_angular_damp

1.0

int

physics/2d/default_gravity

98

Vector2

physics/2d/default_gravity_vector

Vector2( 0, 1 )

float

physics/2d/default_linear_damp

0.1

int

physics/2d/large_object_surface_threshold_in_cells

512

String

physics/2d/physics_engine

“DEFAULT”

float

physics/2d/sleep_threshold_angular

0.139626

float

physics/2d/sleep_threshold_linear

2.0

int

physics/2d/thread_model

1

float

physics/2d/time_before_sleep

0.5

bool

physics/3d/active_soft_world

true

float

physics/3d/default_angular_damp

0.1

float

physics/3d/default_gravity

9.8

Vector3

physics/3d/default_gravity_vector

Vector3( 0, -1, 0 )

float

physics/3d/default_linear_damp

0.1

bool

physics/3d/godot_physics/use_bvh

true

String

physics/3d/physics_engine

“DEFAULT”

bool

physics/common/enable_object_picking

true

bool

physics/common/enable_pause_aware_picking

false

int

physics/common/physics_fps

60

float

physics/common/physics_jitter_fix

0.5

int

rendering/2d/opengl/batching_send_null

0

int

rendering/2d/opengl/batching_stream

0

int

rendering/2d/opengl/legacy_orphan_buffers

0

int

rendering/2d/opengl/legacy_stream

0

int

rendering/2d/options/ninepatch_mode

1

bool

rendering/2d/options/use_nvidia_rect_flicker_workaround

false

bool

rendering/2d/options/use_software_skinning

true

bool

rendering/2d/snapping/use_gpu_pixel_snap

false

bool

rendering/batching/debug/diagnose_frame

false

bool

rendering/batching/debug/flash_batching

false

int

rendering/batching/lights/max_join_items

32

float

rendering/batching/lights/scissor_area_threshold

1.0

bool

rendering/batching/options/single_rect_fallback

false

bool

rendering/batching/options/use_batching

true

bool

rendering/batching/options/use_batching_in_editor

true

int

rendering/batching/parameters/batch_buffer_size

16384

float

rendering/batching/parameters/colored_vertex_format_threshold

0.25

int

rendering/batching/parameters/item_reordering_lookahead

4

int

rendering/batching/parameters/max_join_item_commands

16

bool

rendering/batching/precision/uv_contract

false

int

rendering/batching/precision/uv_contract_amount

100

int

rendering/cpu_lightmapper/quality/high_quality_ray_count

512

int

rendering/cpu_lightmapper/quality/low_quality_ray_count

64

int

rendering/cpu_lightmapper/quality/medium_quality_ray_count

256

int

rendering/cpu_lightmapper/quality/ultra_quality_ray_count

1024

Color

rendering/environment/default_clear_color

Color( 0.3, 0.3, 0.3, 1 )

String

rendering/environment/default_environment

“”

bool

rendering/gles2/compatibility/disable_half_float

false

bool

rendering/gles2/compatibility/enable_high_float.Android

false

int

rendering/limits/buffers/blend_shape_max_buffer_size_kb

4096

int

rendering/limits/buffers/canvas_polygon_buffer_size_kb

128

int

rendering/limits/buffers/canvas_polygon_index_buffer_size_kb

128

int

rendering/limits/buffers/immediate_buffer_size_kb

2048

int

rendering/limits/rendering/max_lights_per_object

32

int

rendering/limits/rendering/max_renderable_elements

65536

int

rendering/limits/rendering/max_renderable_lights

4096

int

rendering/limits/rendering/max_renderable_reflections

1024

float

rendering/limits/time/time_rollover_secs

3600

bool

rendering/quality/depth/hdr

true

bool

rendering/quality/depth/hdr.mobile

false

String

rendering/quality/depth_prepass/disable_for_vendors

“PowerVR,Mali,Adreno,Apple”

bool

rendering/quality/depth_prepass/enable

true

int

rendering/quality/directional_shadow/size

4096

int

rendering/quality/directional_shadow/size.mobile

2048

String

rendering/quality/driver/driver_name

“GLES3”

bool

rendering/quality/driver/fallback_to_gles2

false

int

rendering/quality/filters/anisotropic_filter_level

4

int

rendering/quality/filters/msaa

0

bool

rendering/quality/filters/use_debanding

false

bool

rendering/quality/filters/use_fxaa

false

bool

rendering/quality/filters/use_nearest_mipmap_filter

false

int

rendering/quality/intended_usage/framebuffer_allocation

2

int

rendering/quality/intended_usage/framebuffer_allocation.mobile

3

bool

rendering/quality/lightmapping/use_bicubic_sampling

true

bool

rendering/quality/lightmapping/use_bicubic_sampling.mobile

false

int

rendering/quality/reflections/atlas_size

2048

int

rendering/quality/reflections/atlas_subdiv

8

bool

rendering/quality/reflections/high_quality_ggx

true

bool

rendering/quality/reflections/high_quality_ggx.mobile

false

int

rendering/quality/reflections/irradiance_max_size

128

bool

rendering/quality/reflections/texture_array_reflections

true

bool

rendering/quality/reflections/texture_array_reflections.mobile

false

bool

rendering/quality/shading/force_blinn_over_ggx

false

bool

rendering/quality/shading/force_blinn_over_ggx.mobile

true

bool

rendering/quality/shading/force_lambert_over_burley

false

bool

rendering/quality/shading/force_lambert_over_burley.mobile

true

bool

rendering/quality/shading/force_vertex_shading

false

bool

rendering/quality/shading/force_vertex_shading.mobile

true

int

rendering/quality/shadow_atlas/cubemap_size

512

int

rendering/quality/shadow_atlas/quadrant_0_subdiv

1

int

rendering/quality/shadow_atlas/quadrant_1_subdiv

2

int

rendering/quality/shadow_atlas/quadrant_2_subdiv

3

int

rendering/quality/shadow_atlas/quadrant_3_subdiv

4

int

rendering/quality/shadow_atlas/size

4096

int

rendering/quality/shadow_atlas/size.mobile

2048

int

rendering/quality/shadows/filter_mode

1

int

rendering/quality/shadows/filter_mode.mobile

0

bool

rendering/quality/skinning/force_software_skinning

false

bool

rendering/quality/skinning/software_skinning_fallback

true

float

rendering/quality/spatial_partitioning/render_tree_balance

0.0

bool

rendering/quality/spatial_partitioning/use_bvh

true

bool

rendering/quality/subsurface_scattering/follow_surface

false

int

rendering/quality/subsurface_scattering/quality

1

int

rendering/quality/subsurface_scattering/scale

1.0

bool

rendering/quality/subsurface_scattering/weight_samples

true

bool

rendering/quality/voxel_cone_tracing/high_quality

false

int

rendering/threads/thread_model

1

bool

rendering/vram_compression/import_bptc

false

bool

rendering/vram_compression/import_etc

false

bool

rendering/vram_compression/import_etc2

true

bool

rendering/vram_compression/import_pvrtc

false

bool

rendering/vram_compression/import_s3tc

true

int

world/2d/cell_size

100

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

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. See “Overriding” in the ProjectSettings class description at the top for more information.

Note: Regardless of this setting’s value, res://override.cfg will still be read to override the project settings.


  • bool application/config/use_custom_user_dir

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.


  • bool application/run/flush_stdout_on_print

Default

false

If true, flushes the standard output stream every time a line is printed. This affects both terminal logging and file logging.

When running a project, this setting must be enabled if you want logs to be collected by service managers such as systemd/journalctl. This setting is disabled by default on release builds, since flushing on every printed line will negatively affect performance if lots of lines are printed in a rapid succession. Also, if this setting is enabled, logged files will still be written successfully if the application crashes or is otherwise killed by the user (without being closed “normally”).

Note: Regardless of this setting, the standard error stream (stderr) is always flushed when a line is printed to it.

Changes to this setting will only be applied upon restarting the application.


  • bool application/run/flush_stdout_on_print.debug

Default

true

Debug build override for application/run/flush_stdout_on_print, as performance is less important during debugging.

Changes to this setting will only be applied upon restarting the application.


  • int application/run/frame_delay_msec

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.


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.


  • bool debug/shapes/collision/draw_2d_outlines

Default

true

Sets whether 2D physics will display collision outlines in game when “Visible Collision Shapes” is enabled in the Debug menu.


  • int debug/shapes/collision/max_contacts_displayed

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, 0.42 )

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, macOS, and the HTML5 platform. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.


  • bool display/window/energy_saving/keep_screen_on

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”

The default screen orientation to use on mobile devices.

Note: When set to a portrait orientation, this project setting does not flip the project resolution’s width and height automatically. Instead, you have to set display/window/size/width and display/window/size/height accordingly.


  • bool display/window/ios/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.


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


Default

“”

Path to a custom Theme resource file to use for the project (theme or generic tres/res extension).


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).


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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:

  1. # Set the default gravity strength to 98.
  2. 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:

  1. # Set the default gravity direction to `Vector2(0, 1)`.
  2. 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:

  1. # Set the default gravity strength to 9.8.
  2. 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:

  1. # Set the default gravity direction to `Vector3(0, -1, 0)`.
  2. 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.


  • bool physics/3d/godot_physics/use_bvh

Default

true

Enables the use of bounding volume hierarchy instead of octree for physics spatial partitioning. This may give better performance.


  • 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.


  • bool physics/common/enable_pause_aware_picking

Default

false

If enabled, 2D and 3D physics picking behaves this way in relation to pause:

  • When pause is started, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback, unless its pause mode makes it immune to pause.

  • During pause, picking only considers collision objects immune to pause, sending input events and enter/exit callbacks to them as expected.

If disabled, the legacy behavior is used, which consists in queuing the picking input events during pause (so nodes won’t get them) and flushing that queue on resume, against the state of the 2D/3D world at that point.


  • int physics/common/physics_fps

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.


  • int rendering/2d/opengl/batching_send_null

Default

0

Experimental Calls glBufferData with NULL data prior to uploading batching data. This may not be necessary but can be used for safety.

Note: Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.


  • int rendering/2d/opengl/batching_stream

Default

0

Experimental If set to on, uses the GL_STREAM_DRAW flag for batching buffer uploads. If off, uses the GL_DYNAMIC_DRAW flag.

Note: Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.


  • int rendering/2d/opengl/legacy_orphan_buffers

Default

0

Experimental If set to on, this applies buffer orphaning - glBufferData is called with NULL data and the full buffer size prior to uploading new data. This can be important to avoid stalling on some hardware.

Note: Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.


  • int rendering/2d/opengl/legacy_stream

Default

0

Experimental If set to on, uses the GL_STREAM_DRAW flag for legacy buffer uploads. If off, uses the GL_DYNAMIC_DRAW flag.

Note: Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.


  • int rendering/2d/options/ninepatch_mode

Default

1

Choose between fixed mode where corner scalings are preserved matching the artwork, and scaling mode.

Not available in GLES3 when rendering/batching/options/use_batching is off.


  • bool rendering/2d/options/use_nvidia_rect_flicker_workaround

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/2d/options/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.

Note: Antialiased software skinned polys are not supported, and will be rendered without antialiasing.

Note: Custom shaders that use the VERTEX built-in operate with VERTEX position after skinning, whereas with hardware skinning, VERTEX is the position before skinning.


  • bool rendering/2d/snapping/use_gpu_pixel_snap

Default

false

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

This snapping is performed on the GPU in the vertex shader.

Consider using the project setting rendering/batching/precision/uv_contract to prevent artifacts.


  • bool rendering/batching/debug/diagnose_frame

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 2D batching on and off. Batching increases performance by reducing the amount of graphics API drawcalls.


  • bool rendering/batching/options/use_batching_in_editor

Default

true

Switches on 2D batching within the editor.


  • 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.


  • int rendering/cpu_lightmapper/quality/high_quality_ray_count

Default

512

Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_HIGH.


  • int rendering/cpu_lightmapper/quality/low_quality_ray_count

Default

64

Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_LOW.


  • int rendering/cpu_lightmapper/quality/medium_quality_ray_count

Default

256

Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_MEDIUM.


  • int rendering/cpu_lightmapper/quality/ultra_quality_ray_count

Default

1024

Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_ULTRA.


  • 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).


  • 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.


  • bool rendering/quality/lightmapping/use_bicubic_sampling

Default

true

Enable usage of bicubic sampling in baked lightmaps. This results in smoother looking lighting at the expense of more bandwidth usage. On GLES2, changes to this setting will only be applied upon restarting the application.


  • bool rendering/quality/lightmapping/use_bicubic_sampling.mobile

Default

false

Lower-end override for rendering/quality/lightmapping/use_bicubic_sampling on mobile devices, in order to reduce bandwidth usage.


  • int rendering/quality/reflections/atlas_size

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/cubemap_size

Default

512

Size for cubemap into which the shadow is rendered before being copied into the shadow atlas. A higher number can result in higher resolution shadows when used with a higher rendering/quality/shadow_atlas/size. Setting higher than a quarter of the rendering/quality/shadow_atlas/size will not result in a perceptible increase in visual quality.


  • int rendering/quality/shadow_atlas/quadrant_0_subdiv

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.

Note: When using the GLES2 backend, the “PCF13” option actually uses 16 samples to emulate linear filtering in the shader. This results in a shadow appearance similar to the one produced by the GLES3 backend.


  • int rendering/quality/shadows/filter_mode.mobile

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/spatial_partitioning/use_bvh

Default

true

Enables the use of bounding volume hierarchy instead of octree for rendering spatial partitioning. This may give better performance.


  • bool rendering/quality/subsurface_scattering/follow_surface

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

Adds a custom property info to a property. The dictionary must contain:

Example:

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

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


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


Returns the value of a setting.

Example:

  1. 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:

  1. var path = ""
  2. if OS.has_feature("editor"):
  3. # Running from an editor binary.
  4. # `path` will contain the absolute path to `hello.txt` located in the project root.
  5. path = ProjectSettings.globalize_path("res://hello.txt")
  6. else:
  7. # Running from an exported project.
  8. # `path` will contain the absolute path to `hello.txt` next to the executable.
  9. # This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path,
  10. # but is close enough in spirit.
  11. 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.


Saves the configuration to the project.godot file.

Note: This method is intended to be used by editor plugins, as modified ProjectSettings can’t be loaded back in the running app. If you want to change project settings in exported projects, use save_custom to save override.cfg file.


Saves the configuration to a custom file. The file extension must be .godot (to save in text-based ConfigFile format) or .binary (to save in binary format). You can also save override.cfg file, which is also text, but can be used in exported projects unlike other formats.


Sets the specified property’s initial value. This is the value the property reverts to.


  • void set_order ( String name, int position )

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


Sets the value of a setting.

Example:

  1. ProjectSettings.set_setting("application/config/name", "Example")