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Inherits: :ref:`Object<class_Object>`
Contains global variables accessible from everywhere.
Contains global variables accessible from everywhere. Use :ref:`get_setting<class_ProjectSettings_method_get_setting>`, :ref:`set_setting<class_ProjectSettings_method_set_setting>` or :ref:`has_setting<class_ProjectSettings_method_has_setting>` to access them. Variables stored in project.godot
are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.
When naming a Project Settings property, use the full path to the setting including the category. For example, "application/config/name"
for the project name. Category and property names can be viewed in the Project Settings dialog.
Overriding: Any project setting can be overridden by creating a file named override.cfg
in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary.
- :ref:`Color<class_Color>` application/boot_splash/bg_color
Default | Color( 0.14, 0.14, 0.14, 1 ) |
Background color for the boot splash.
- :ref:`bool<class_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.
- :ref:`String<class_String>` application/boot_splash/image
Default | "" |
Path to an image used as the boot splash.
- :ref:`bool<class_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).
- :ref:`String<class_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 :ref:`OS.get_user_data_dir<class_OS_method_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 :ref:`OS.get_user_data_dir<class_OS_method_get_user_data_dir>`).
The :ref:`application/config/use_custom_user_dir<class_ProjectSettings_property_application/config/use_custom_user_dir>` setting must be enabled for this to take effect.
- :ref:`String<class_String>` application/config/description
Default | "" |
The project's description, displayed as a tooltip in the Project Manager when hovering the project.
- :ref:`String<class_String>` application/config/icon
Default | "" |
Icon used for the project, set when project loads. Exporters will also use this icon when possible.
- :ref:`String<class_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 :ref:`OS.set_native_icon<class_OS_method_set_native_icon>`.
- :ref:`String<class_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.
- :ref:`String<class_String>` application/config/project_settings_override
Default | "" |
Specifies a file to override project settings. For example: user://custom_settings.cfg
.
Note: Regardless of this setting's value, res://override.cfg
will still be read to override the project settings (see this class' description at the top).
- :ref:`bool<class_bool>` application/config/use_custom_user_dir
Default | false |
If true
, the project will save user data to its own user directory (see :ref:`application/config/custom_user_dir_name<class_ProjectSettings_property_application/config/custom_user_dir_name>`). This setting is only effective on desktop platforms. A name must be set in the :ref:`application/config/custom_user_dir_name<class_ProjectSettings_property_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)
.
- :ref:`String<class_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 :ref:`OS.set_native_icon<class_OS_method_set_native_icon>`.
- :ref:`bool<class_bool>` application/run/disable_stderr
Default | false |
If true
, disables printing to standard error in an exported build.
- :ref:`bool<class_bool>` application/run/disable_stdout
Default | false |
If true
, disables printing to standard output in an exported build.
- :ref:`int<class_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.
- :ref:`bool<class_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.
- :ref:`int<class_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.
- :ref:`String<class_String>` application/run/main_scene
Default | "" |
Path to the main scene file that will be loaded when the project runs.
- :ref:`float<class_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.
- :ref:`float<class_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.
- :ref:`String<class_String>` audio/default_bus_layout
Default | "res://default_bus_layout.tres" |
Default :ref:`AudioBusLayout<class_AudioBusLayout>` resource file to use in the project, unless overridden by the scene.
- :ref:`String<class_String>` audio/driver
Default | "PulseAudio" |
Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.
- :ref:`bool<class_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.
- :ref:`int<class_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.
- :ref:`int<class_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.
- :ref:`int<class_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.
- :ref:`int<class_int>` compression/formats/gzip/compression_level
Default | -1 |
Default compression level for gzip. Affects compressed scenes and resources.
- :ref:`int<class_int>` compression/formats/zlib/compression_level
Default | -1 |
Default compression level for Zlib. Affects compressed scenes and resources.
- :ref:`int<class_int>` compression/formats/zstd/compression_level
Default | 3 |
Default compression level for Zstandard. Affects compressed scenes and resources.
- :ref:`bool<class_bool>` compression/formats/zstd/long_distance_matching
Default | false |
Enables long-distance matching in Zstandard.
- :ref:`int<class_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.
- :ref:`bool<class_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.
- :ref:`bool<class_bool>` debug/gdscript/warnings/constant_used_as_function
Default | true |
If true
, enables warnings when a constant is used as a function.
- :ref:`bool<class_bool>` debug/gdscript/warnings/deprecated_keyword
Default | true |
If true
, enables warnings when deprecated keywords are used.
- :ref:`bool<class_bool>` debug/gdscript/warnings/enable
Default | true |
If true
, enables specific GDScript warnings (see debug/gdscript/warnings/*
settings). If false
, disables all GDScript warnings.
- :ref:`bool<class_bool>` debug/gdscript/warnings/exclude_addons
Default | true |
If true
, scripts in the res://addons
folder will not generate warnings.
- :ref:`bool<class_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.
- :ref:`bool<class_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.
- :ref:`bool<class_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.
- :ref:`bool<class_bool>` debug/gdscript/warnings/function_used_as_property
Default | true |
If true
, enables warnings when using a function as if it was a property.
- :ref:`bool<class_bool>` debug/gdscript/warnings/incompatible_ternary
Default | true |
If true
, enables warnings when a ternary operator may emit values with incompatible types.
- :ref:`bool<class_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).
- :ref:`bool<class_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).
- :ref:`bool<class_bool>` debug/gdscript/warnings/property_used_as_function
Default | true |
If true
, enables warnings when using a property as if it was a function.
- :ref:`bool<class_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 :ref:`Error<enum_@GlobalScope_Error>` enum.
- :ref:`bool<class_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).
- :ref:`bool<class_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.
- :ref:`bool<class_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.
- :ref:`bool<class_bool>` debug/gdscript/warnings/treat_warnings_as_errors
Default | false |
If true
, all warnings will be reported as if they were errors.
- :ref:`bool<class_bool>` debug/gdscript/warnings/unassigned_variable
Default | true |
If true
, enables warnings when using a variable that wasn't previously assigned.
- :ref:`bool<class_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.
- :ref:`bool<class_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).
- :ref:`bool<class_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.
- :ref:`bool<class_bool>` debug/gdscript/warnings/unsafe_cast
Default | false |
If true
, enables warnings when performing an unsafe cast.
- :ref:`bool<class_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.
- :ref:`bool<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.
- :ref:`bool<class_bool>` debug/gdscript/warnings/unused_argument
Default | true |
If true
, enables warnings when a function parameter is unused.
- :ref:`bool<class_bool>` debug/gdscript/warnings/unused_class_variable
Default | false |
If true
, enables warnings when a member variable is unused.
- :ref:`bool<class_bool>` debug/gdscript/warnings/unused_signal
Default | true |
If true
, enables warnings when a signal is unused.
- :ref:`bool<class_bool>` debug/gdscript/warnings/unused_variable
Default | true |
If true
, enables warnings when a local variable is unused.
- :ref:`bool<class_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.
- :ref:`bool<class_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.
- :ref:`String<class_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.
- :ref:`int<class_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 :ref:`display/window/vsync/use_vsync<class_ProjectSettings_property_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.
- :ref:`int<class_int>` debug/settings/gdscript/max_call_stack
Default | 1024 |
Maximum call stack allowed for debugging GDScript.
- :ref:`int<class_int>` debug/settings/profiler/max_functions
Default | 16384 |
Maximum amount of functions per frame allowed when profiling.
- :ref:`bool<class_bool>` debug/settings/stdout/print_fps
Default | false |
Print frames per second to standard output every second.
- :ref:`bool<class_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.
- :ref:`int<class_int>` debug/settings/visual_script/max_call_stack
Default | 1024 |
Maximum call stack in visual scripting, to avoid infinite recursion.
- :ref:`Color<class_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.
- :ref:`int<class_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.
- :ref:`Color<class_Color>` debug/shapes/collision/shape_color
Default | Color( 0, 0.6, 0.7, 0.5 ) |
Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
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.
Default | Color( 0.1, 1, 0.7, 0.4 ) |
Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
- :ref:`String<class_String>` display/mouse_cursor/custom_image
Default | "" |
Custom image for the mouse cursor (limited to 256×256).
- :ref:`Vector2<class_Vector2>` display/mouse_cursor/custom_image_hotspot
Default | Vector2( 0, 0 ) |
Hotspot for the custom mouse cursor image.
- :ref:`Vector2<class_Vector2>` display/mouse_cursor/tooltip_position_offset
Default | Vector2( 10, 10 ) |
Position offset for tooltips, relative to the mouse cursor's hotspot.
- :ref:`bool<class_bool>` display/window/dpi/allow_hidpi
Default | false |
If true
, allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
- :ref:`bool<class_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.
- :ref:`String<class_String>` display/window/handheld/orientation
Default | "landscape" |
Default orientation on mobile devices.
- :ref:`bool<class_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.
- :ref:`bool<class_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.
- :ref:`bool<class_bool>` display/window/per_pixel_transparency/enabled
Default | false |
Sets the window background to transparent when it starts.
- :ref:`bool<class_bool>` display/window/size/always_on_top
Default | false |
Force the window to be always on top.
- :ref:`bool<class_bool>` display/window/size/borderless
Default | false |
Force the window to be borderless.
- :ref:`bool<class_bool>` display/window/size/fullscreen
Default | false |
Sets the window to full screen when it starts.
- :ref:`int<class_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.
- :ref:`bool<class_bool>` display/window/size/resizable
Default | true |
Allows the window to be resizable by default.
- :ref:`int<class_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.
- :ref:`int<class_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.
- :ref:`int<class_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.
- :ref:`bool<class_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).
- :ref:`bool<class_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.
- :ref:`String<class_String>` editor/script_templates_search_path
Default | "res://script_templates" |
Search path for project-specific script templates. Script templates will be search both in the editor-specific path and in this project-specific path.
- :ref:`PackedStringArray<class_PackedStringArray>` editor/search_in_file_extensions
Default | PackedStringArray( "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.
- :ref:`int<class_int>` gui/common/default_scroll_deadzone
Default | 0 |
Default value for :ref:`ScrollContainer.scroll_deadzone<class_ScrollContainer_property_scroll_deadzone>`, which will be used for all :ref:`ScrollContainer<class_ScrollContainer>`s unless overridden.
- :ref:`bool<class_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.
- :ref:`String<class_String>` gui/theme/custom
Default | "" |
Path to a custom :ref:`Theme<class_Theme>` resource file to use for the project (theme
or generic tres
/res
extension).
- :ref:`String<class_String>` gui/theme/custom_font
Default | "" |
Path to a custom :ref:`Font<class_Font>` resource to use as default for all GUI elements of the project.
- :ref:`bool<class_bool>` gui/theme/use_hidpi
Default | false |
If true
, makes sure the theme used works with HiDPI.
- :ref:`int<class_int>` gui/timers/incremental_search_max_interval_msec
Default | 2000 |
Timer setting for incremental search in :ref:`Tree<class_Tree>`, :ref:`ItemList<class_ItemList>`, etc. controls (in milliseconds).
- :ref:`float<class_float>` gui/timers/text_edit_idle_detect_sec
Default | 3 |
Timer for detecting idle in :ref:`TextEdit<class_TextEdit>` (in seconds).
- :ref:`float<class_float>` gui/timers/tooltip_delay_sec
Default | 0.5 |
Default delay for tooltips (in seconds).
- :ref:`Dictionary<class_Dictionary>` input/ui_accept
Default :ref:`InputEventAction<class_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 :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`Dictionary<class_Dictionary>` input/ui_cancel
Default :ref:`InputEventAction<class_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 :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`Dictionary<class_Dictionary>` input/ui_down
Default :ref:`InputEventAction<class_InputEventAction>` to move down in the UI.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`Dictionary<class_Dictionary>` input/ui_end
Default :ref:`InputEventAction<class_InputEventAction>` to go to the end position of a :ref:`Control<class_Control>` (e.g. last item in an :ref:`ItemList<class_ItemList>` or a :ref:`Tree<class_Tree>`), matching the behavior of :ref:`@GlobalScope.KEY_END<class_@GlobalScope_constant_KEY_END>` on typical desktop UI systems.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`Dictionary<class_Dictionary>` input/ui_focus_next
Default :ref:`InputEventAction<class_InputEventAction>` to focus the next :ref:`Control<class_Control>` in the scene. The focus behavior can be configured via :ref:`Control.focus_next<class_Control_property_focus_next>`.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`Dictionary<class_Dictionary>` input/ui_focus_prev
Default :ref:`InputEventAction<class_InputEventAction>` to focus the previous :ref:`Control<class_Control>` in the scene. The focus behavior can be configured via :ref:`Control.focus_previous<class_Control_property_focus_previous>`.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`Dictionary<class_Dictionary>` input/ui_home
Default :ref:`InputEventAction<class_InputEventAction>` to go to the start position of a :ref:`Control<class_Control>` (e.g. first item in an :ref:`ItemList<class_ItemList>` or a :ref:`Tree<class_Tree>`), matching the behavior of :ref:`@GlobalScope.KEY_HOME<class_@GlobalScope_constant_KEY_HOME>` on typical desktop UI systems.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`Dictionary<class_Dictionary>` input/ui_left
Default :ref:`InputEventAction<class_InputEventAction>` to move left in the UI.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`Dictionary<class_Dictionary>` input/ui_page_down
Default :ref:`InputEventAction<class_InputEventAction>` to go down a page in a :ref:`Control<class_Control>` (e.g. in an :ref:`ItemList<class_ItemList>` or a :ref:`Tree<class_Tree>`), matching the behavior of :ref:`@GlobalScope.KEY_PAGEDOWN<class_@GlobalScope_constant_KEY_PAGEDOWN>` on typical desktop UI systems.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`Dictionary<class_Dictionary>` input/ui_page_up
Default :ref:`InputEventAction<class_InputEventAction>` to go up a page in a :ref:`Control<class_Control>` (e.g. in an :ref:`ItemList<class_ItemList>` or a :ref:`Tree<class_Tree>`), matching the behavior of :ref:`@GlobalScope.KEY_PAGEUP<class_@GlobalScope_constant_KEY_PAGEUP>` on typical desktop UI systems.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`Dictionary<class_Dictionary>` input/ui_right
Default :ref:`InputEventAction<class_InputEventAction>` to move right in the UI.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`Dictionary<class_Dictionary>` input/ui_select
Default :ref:`InputEventAction<class_InputEventAction>` to select an item in a :ref:`Control<class_Control>` (e.g. in an :ref:`ItemList<class_ItemList>` or a :ref:`Tree<class_Tree>`).
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`Dictionary<class_Dictionary>` input/ui_up
Default :ref:`InputEventAction<class_InputEventAction>` to move up in the UI.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several :ref:`Control<class_Control>`s. The events assigned to the action can however be modified.
- :ref:`bool<class_bool>` input_devices/pointing/emulate_mouse_from_touch
Default | true |
If true
, sends mouse input events when tapping or swiping on the touchscreen.
- :ref:`bool<class_bool>` input_devices/pointing/emulate_touch_from_mouse
Default | false |
If true
, sends touch input events when clicking or dragging the mouse.
- :ref:`String<class_String>` layer_names/2d_physics/layer_1
Default | "" |
Optional name for the 2D physics layer 1.
- :ref:`String<class_String>` layer_names/2d_physics/layer_10
Default | "" |
Optional name for the 2D physics layer 10.
- :ref:`String<class_String>` layer_names/2d_physics/layer_11
Default | "" |
Optional name for the 2D physics layer 11.
- :ref:`String<class_String>` layer_names/2d_physics/layer_12
Default | "" |
Optional name for the 2D physics layer 12.
- :ref:`String<class_String>` layer_names/2d_physics/layer_13
Default | "" |
Optional name for the 2D physics layer 13.
- :ref:`String<class_String>` layer_names/2d_physics/layer_14
Default | "" |
Optional name for the 2D physics layer 14.
- :ref:`String<class_String>` layer_names/2d_physics/layer_15
Default | "" |
Optional name for the 2D physics layer 15.
- :ref:`String<class_String>` layer_names/2d_physics/layer_16
Default | "" |
Optional name for the 2D physics layer 16.
- :ref:`String<class_String>` layer_names/2d_physics/layer_17
Default | "" |
Optional name for the 2D physics layer 17.
- :ref:`String<class_String>` layer_names/2d_physics/layer_18
Default | "" |
Optional name for the 2D physics layer 18.
- :ref:`String<class_String>` layer_names/2d_physics/layer_19
Default | "" |
Optional name for the 2D physics layer 19.
- :ref:`String<class_String>` layer_names/2d_physics/layer_2
Default | "" |
Optional name for the 2D physics layer 2.
- :ref:`String<class_String>` layer_names/2d_physics/layer_20
Default | "" |
Optional name for the 2D physics layer 20.
- :ref:`String<class_String>` layer_names/2d_physics/layer_3
Default | "" |
Optional name for the 2D physics layer 3.
- :ref:`String<class_String>` layer_names/2d_physics/layer_4
Default | "" |
Optional name for the 2D physics layer 4.
- :ref:`String<class_String>` layer_names/2d_physics/layer_5
Default | "" |
Optional name for the 2D physics layer 5.
- :ref:`String<class_String>` layer_names/2d_physics/layer_6
Default | "" |
Optional name for the 2D physics layer 6.
- :ref:`String<class_String>` layer_names/2d_physics/layer_7
Default | "" |
Optional name for the 2D physics layer 7.
- :ref:`String<class_String>` layer_names/2d_physics/layer_8
Default | "" |
Optional name for the 2D physics layer 8.
- :ref:`String<class_String>` layer_names/2d_physics/layer_9
Default | "" |
Optional name for the 2D physics layer 9.
- :ref:`String<class_String>` layer_names/2d_render/layer_1
Default | "" |
Optional name for the 2D render layer 1.
- :ref:`String<class_String>` layer_names/2d_render/layer_10
Default | "" |
Optional name for the 2D render layer 10.
- :ref:`String<class_String>` layer_names/2d_render/layer_11
Default | "" |
Optional name for the 2D render layer 11.
- :ref:`String<class_String>` layer_names/2d_render/layer_12
Default | "" |
Optional name for the 2D render layer 12.
- :ref:`String<class_String>` layer_names/2d_render/layer_13
Default | "" |
Optional name for the 2D render layer 13.
- :ref:`String<class_String>` layer_names/2d_render/layer_14
Default | "" |
Optional name for the 2D render layer 14.
- :ref:`String<class_String>` layer_names/2d_render/layer_15
Default | "" |
Optional name for the 2D render layer 15.
- :ref:`String<class_String>` layer_names/2d_render/layer_16
Default | "" |
Optional name for the 2D render layer 16.
- :ref:`String<class_String>` layer_names/2d_render/layer_17
Default | "" |
Optional name for the 2D render layer 17.
- :ref:`String<class_String>` layer_names/2d_render/layer_18
Default | "" |
Optional name for the 2D render layer 18.
- :ref:`String<class_String>` layer_names/2d_render/layer_19
Default | "" |
Optional name for the 2D render layer 19.
- :ref:`String<class_String>` layer_names/2d_render/layer_2
Default | "" |
Optional name for the 2D render layer 2.
- :ref:`String<class_String>` layer_names/2d_render/layer_20
Default | "" |
Optional name for the 2D render layer 20.
- :ref:`String<class_String>` layer_names/2d_render/layer_3
Default | "" |
Optional name for the 2D render layer 3.
- :ref:`String<class_String>` layer_names/2d_render/layer_4
Default | "" |
Optional name for the 2D render layer 4.
- :ref:`String<class_String>` layer_names/2d_render/layer_5
Default | "" |
Optional name for the 2D render layer 5.
- :ref:`String<class_String>` layer_names/2d_render/layer_6
Default | "" |
Optional name for the 2D render layer 6.
- :ref:`String<class_String>` layer_names/2d_render/layer_7
Default | "" |
Optional name for the 2D render layer 7.
- :ref:`String<class_String>` layer_names/2d_render/layer_8
Default | "" |
Optional name for the 2D render layer 8.
- :ref:`String<class_String>` layer_names/2d_render/layer_9
Default | "" |
Optional name for the 2D render layer 9.
- :ref:`String<class_String>` layer_names/3d_physics/layer_1
Default | "" |
Optional name for the 3D physics layer 1.
- :ref:`String<class_String>` layer_names/3d_physics/layer_10
Default | "" |
Optional name for the 3D physics layer 10.
- :ref:`String<class_String>` layer_names/3d_physics/layer_11
Default | "" |
Optional name for the 3D physics layer 11.
- :ref:`String<class_String>` layer_names/3d_physics/layer_12
Default | "" |
Optional name for the 3D physics layer 12.
- :ref:`String<class_String>` layer_names/3d_physics/layer_13
Default | "" |
Optional name for the 3D physics layer 13.
- :ref:`String<class_String>` layer_names/3d_physics/layer_14
Default | "" |
Optional name for the 3D physics layer 14.
- :ref:`String<class_String>` layer_names/3d_physics/layer_15
Default | "" |
Optional name for the 3D physics layer 15.
- :ref:`String<class_String>` layer_names/3d_physics/layer_16
Default | "" |
Optional name for the 3D physics layer 16.
- :ref:`String<class_String>` layer_names/3d_physics/layer_17
Default | "" |
Optional name for the 3D physics layer 17.
- :ref:`String<class_String>` layer_names/3d_physics/layer_18
Default | "" |
Optional name for the 3D physics layer 18.
- :ref:`String<class_String>` layer_names/3d_physics/layer_19
Default | "" |
Optional name for the 3D physics layer 19.
- :ref:`String<class_String>` layer_names/3d_physics/layer_2
Default | "" |
Optional name for the 3D physics layer 2.
- :ref:`String<class_String>` layer_names/3d_physics/layer_20
Default | "" |
Optional name for the 3D physics layer 20.
- :ref:`String<class_String>` layer_names/3d_physics/layer_3
Default | "" |
Optional name for the 3D physics layer 3.
- :ref:`String<class_String>` layer_names/3d_physics/layer_4
Default | "" |
Optional name for the 3D physics layer 4.
- :ref:`String<class_String>` layer_names/3d_physics/layer_5
Default | "" |
Optional name for the 3D physics layer 5.
- :ref:`String<class_String>` layer_names/3d_physics/layer_6
Default | "" |
Optional name for the 3D physics layer 6.
- :ref:`String<class_String>` layer_names/3d_physics/layer_7
Default | "" |
Optional name for the 3D physics layer 7.
- :ref:`String<class_String>` layer_names/3d_physics/layer_8
Default | "" |
Optional name for the 3D physics layer 8.
- :ref:`String<class_String>` layer_names/3d_physics/layer_9
Default | "" |
Optional name for the 3D physics layer 9.
- :ref:`String<class_String>` layer_names/3d_render/layer_1
Default | "" |
Optional name for the 3D render layer 1.
- :ref:`String<class_String>` layer_names/3d_render/layer_10
Default | "" |
Optional name for the 3D render layer 10.
- :ref:`String<class_String>` layer_names/3d_render/layer_11
Default | "" |
Optional name for the 3D render layer 11.
- :ref:`String<class_String>` layer_names/3d_render/layer_12
Default | "" |
Optional name for the 3D render layer 12.
- :ref:`String<class_String>` layer_names/3d_render/layer_13
Default | "" |
Optional name for the 3D render layer 13.
- :ref:`String<class_String>` layer_names/3d_render/layer_14
Default | "" |
Optional name for the 3D render layer 14
- :ref:`String<class_String>` layer_names/3d_render/layer_15
Default | "" |
Optional name for the 3D render layer 15.
- :ref:`String<class_String>` layer_names/3d_render/layer_16
Default | "" |
Optional name for the 3D render layer 16.
- :ref:`String<class_String>` layer_names/3d_render/layer_17
Default | "" |
Optional name for the 3D render layer 17.
- :ref:`String<class_String>` layer_names/3d_render/layer_18
Default | "" |
Optional name for the 3D render layer 18.
- :ref:`String<class_String>` layer_names/3d_render/layer_19
Default | "" |
Optional name for the 3D render layer 19.
- :ref:`String<class_String>` layer_names/3d_render/layer_2
Default | "" |
Optional name for the 3D render layer 2.
- :ref:`String<class_String>` layer_names/3d_render/layer_20
Default | "" |
Optional name for the 3D render layer 20.
- :ref:`String<class_String>` layer_names/3d_render/layer_3
Default | "" |
Optional name for the 3D render layer 3.
- :ref:`String<class_String>` layer_names/3d_render/layer_4
Default | "" |
Optional name for the 3D render layer 4.
- :ref:`String<class_String>` layer_names/3d_render/layer_5
Default | "" |
Optional name for the 3D render layer 5.
- :ref:`String<class_String>` layer_names/3d_render/layer_6
Default | "" |
Optional name for the 3D render layer 6.
- :ref:`String<class_String>` layer_names/3d_render/layer_7
Default | "" |
Optional name for the 3D render layer 7.
- :ref:`String<class_String>` layer_names/3d_render/layer_8
Default | "" |
Optional name for the 3D render layer 8.
- :ref:`String<class_String>` layer_names/3d_render/layer_9
Default | "" |
Optional name for the 3D render layer 9.
- :ref:`String<class_String>` locale/fallback
Default | "en" |
The locale to fall back to if a translation isn't available in a given language. If left empty, en
(English) will be used.
- :ref:`String<class_String>` locale/test
Default | "" |
If non-empty, this locale will be used when running the project from the editor.
- :ref:`bool<class_bool>` logging/file_logging/enable_file_logging
Default | false |
If true
, logs all output to files.
- :ref:`String<class_String>` logging/file_logging/log_path
Default | "user://logs/log.txt" |
Path to logs within the project. Using an user://
path is recommended.
- :ref:`int<class_int>` logging/file_logging/max_log_files
Default | 10 |
Specifies the maximum amount of log files allowed (used for rotation).
- :ref:`int<class_int>` memory/limits/message_queue/max_size_kb
Default | 1024 |
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.
- :ref:`int<class_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.
- :ref:`int<class_int>` mono/debugger_agent/port
Default | 23685 |
- :ref:`bool<class_bool>` mono/debugger_agent/wait_for_debugger
Default | false |
- :ref:`int<class_int>` mono/debugger_agent/wait_timeout
Default | 3000 |
- :ref:`String<class_String>` mono/profiler/args
Default | "log:calls,alloc,sample,output=output.mlpd" |
- :ref:`bool<class_bool>` mono/profiler/enabled
Default | false |
- :ref:`int<class_int>` mono/unhandled_exception_policy
Default | 0 |
- :ref:`int<class_int>` network/limits/debugger/max_chars_per_second
Default | 32768 |
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.
- :ref:`int<class_int>` network/limits/debugger/max_errors_per_second
Default | 400 |
Maximum number of errors allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
- :ref:`int<class_int>` network/limits/debugger/max_queued_messages
Default | 2048 |
Maximum amount of messages in the debugger queue. Over this value, content is dropped. This helps to limit the debugger memory usage.
- :ref:`int<class_int>` network/limits/debugger/max_warnings_per_second
Default | 400 |
Maximum number of warnings allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
- :ref:`int<class_int>` network/limits/packet_peer_stream/max_buffer_po2
Default | 16 |
Default size of packet peer stream for deserializing Godot data. Over this size, data is dropped.
- :ref:`int<class_int>` network/limits/tcp/connect_timeout_seconds
Default | 30 |
Timeout (in seconds) for connection attempts using TCP.
- :ref:`int<class_int>` network/limits/webrtc/max_channel_in_buffer_kb
Default | 64 |
Maximum size (in kiB) for the :ref:`WebRTCDataChannel<class_WebRTCDataChannel>` input buffer.
- :ref:`int<class_int>` network/limits/websocket_client/max_in_buffer_kb
Default | 64 |
Maximum size (in kiB) for the :ref:`WebSocketClient<class_WebSocketClient>` input buffer.
- :ref:`int<class_int>` network/limits/websocket_client/max_in_packets
Default | 1024 |
Maximum number of concurrent input packets for :ref:`WebSocketClient<class_WebSocketClient>`.
- :ref:`int<class_int>` network/limits/websocket_client/max_out_buffer_kb
Default | 64 |
Maximum size (in kiB) for the :ref:`WebSocketClient<class_WebSocketClient>` output buffer.
- :ref:`int<class_int>` network/limits/websocket_client/max_out_packets
Default | 1024 |
Maximum number of concurrent output packets for :ref:`WebSocketClient<class_WebSocketClient>`.
- :ref:`int<class_int>` network/limits/websocket_server/max_in_buffer_kb
Default | 64 |
Maximum size (in kiB) for the :ref:`WebSocketServer<class_WebSocketServer>` input buffer.
- :ref:`int<class_int>` network/limits/websocket_server/max_in_packets
Default | 1024 |
Maximum number of concurrent input packets for :ref:`WebSocketServer<class_WebSocketServer>`.
- :ref:`int<class_int>` network/limits/websocket_server/max_out_buffer_kb
Default | 64 |
Maximum size (in kiB) for the :ref:`WebSocketServer<class_WebSocketServer>` output buffer.
- :ref:`int<class_int>` network/limits/websocket_server/max_out_packets
Default | 1024 |
Maximum number of concurrent output packets for :ref:`WebSocketServer<class_WebSocketServer>`.
- :ref:`int<class_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.
- :ref:`int<class_int>` network/remote_fs/page_size
Default | 65536 |
Page size used by remote filesystem (in bytes).
- :ref:`String<class_String>` network/ssl/certificates
Default | "" |
CA certificates bundle to use for SSL connections. If not defined, Godot's internal CA certificates are used.
- :ref:`int<class_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.
- :ref:`int<class_int>` node/name_num_separator
Default | 0 |
What to use to separate node name from number. This is mostly an editor setting.
- :ref:`int<class_int>` physics/2d/bp_hash_table_size
Default | 4096 |
Size of the hash table used for the broad-phase 2D hash grid algorithm.
- :ref:`int<class_int>` physics/2d/cell_size
Default | 128 |
Cell size used for the broad-phase 2D hash grid algorithm.
- :ref:`float<class_float>` physics/2d/default_angular_damp
Default | 1.0 |
The default angular damp in 2D.
- :ref:`int<class_int>` physics/2d/default_gravity
Default | 98 |
The default gravity strength in 2D.
Note: This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
# Set the default gravity strength to 98. Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY, 98)
- :ref:`Vector2<class_Vector2>` physics/2d/default_gravity_vector
Default | Vector2( 0, 1 ) |
The default gravity direction in 2D.
Note: This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
# Set the default gravity direction to `Vector2(0, 1)`. Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))
- :ref:`float<class_float>` physics/2d/default_linear_damp
Default | 0.1 |
The default linear damp in 2D.
- :ref:`int<class_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.
- :ref:`String<class_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.
- :ref:`float<class_float>` physics/2d/sleep_threshold_angular
Default | 0.139626 |
Threshold angular velocity under which a 2D physics body will be considered inactive. See :ref:`Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD<class_Physics2DServer_constant_SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD>`.
- :ref:`float<class_float>` physics/2d/sleep_threshold_linear
Default | 2.0 |
Threshold linear velocity under which a 2D physics body will be considered inactive. See :ref:`Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD<class_Physics2DServer_constant_SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD>`.
- :ref:`int<class_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.
- :ref:`float<class_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 :ref:`Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP<class_Physics2DServer_constant_SPACE_PARAM_BODY_TIME_TO_SLEEP>`.
- :ref:`bool<class_bool>` physics/3d/active_soft_world
Default | true |
Sets whether the 3D physics world will be created with support for :ref:`SoftBody<class_SoftBody>` physics. Only applies to the Bullet physics engine.
- :ref:`float<class_float>` physics/3d/default_angular_damp
Default | 0.1 |
The default angular damp in 3D.
- :ref:`float<class_float>` physics/3d/default_gravity
Default | 9.8 |
The default gravity strength in 3D.
Note: This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
# Set the default gravity strength to 9.8. PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, 9.8)
- :ref:`Vector3<class_Vector3>` physics/3d/default_gravity_vector
Default | Vector3( 0, -1, 0 ) |
The default gravity direction in 3D.
Note: This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
# Set the default gravity direction to `Vector3(0, -1, 0)`. PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))
- :ref:`float<class_float>` physics/3d/default_linear_damp
Default | 0.1 |
The default linear damp in 3D.
- :ref:`String<class_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.
- :ref:`bool<class_bool>` physics/common/enable_object_picking
Default | true |
Enables :ref:`Viewport.physics_object_picking<class_Viewport_property_physics_object_picking>` on the root viewport.
- :ref:`int<class_int>` physics/common/physics_fps
Default | 60 |
The number of fixed iterations per second. This controls how often physics simulation and :ref:`Node._physics_process<class_Node_method__physics_process>` methods are run.
Note: This property is only read when the project starts. To change the physics FPS at runtime, set :ref:`Engine.iterations_per_second<class_Engine_property_iterations_per_second>` instead.
- :ref:`float<class_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 :ref:`Engine.physics_jitter_fix<class_Engine_property_physics_jitter_fix>` instead.
- :ref:`Color<class_Color>` rendering/environment/default_clear_color
Default | Color( 0.3, 0.3, 0.3, 1 ) |
Default background clear color. Overridable per :ref:`Viewport<class_Viewport>` using its :ref:`Environment<class_Environment>`. See :ref:`Environment.background_mode<class_Environment_property_background_mode>` and :ref:`Environment.background_color<class_Environment_property_background_color>` in particular. To change this default color programmatically, use :ref:`VisualServer.set_default_clear_color<class_VisualServer_method_set_default_clear_color>`.
- :ref:`String<class_String>` rendering/environment/default_environment
Default | "" |
:ref:`Environment<class_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.
- :ref:`int<class_int>` rendering/limits/rendering/max_renderable_elements
Default | 128000 |
Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves.
- :ref:`bool<class_bool>` rendering/quality/2d/gles2_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 :ref:`TileMap<class_TileMap>`. Refer to GitHub issue 9913 for details.
If true
, this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend, and only desktop platforms. It is not necessary when using the Vulkan backend.
- :ref:`bool<class_bool>` rendering/quality/2d/use_pixel_snap
Default | false |
If true
, forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.
- :ref:`String<class_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.
- :ref:`bool<class_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.
- :ref:`int<class_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.
- :ref:`int<class_int>` rendering/quality/directional_shadow/size.mobile
Default | 2048 |
Lower-end override for :ref:`rendering/quality/directional_shadow/size<class_ProjectSettings_property_rendering/quality/directional_shadow/size>` on mobile devices, due to performance concerns or driver support.
- :ref:`String<class_String>` rendering/quality/driver/driver_name
Default | "Vulkan" |
The video driver to use ("GLES2" or "Vulkan").
Note: The backend in use can be overridden at runtime via the --video-driver
command line argument. In such cases, this property is not updated, so use :ref:`OS.get_current_video_driver<class_OS_method_get_current_video_driver>` to query it at run-time.
- :ref:`int<class_int>` rendering/quality/filters/depth_of_field_bokeh_quality
Default | 2 |
- :ref:`int<class_int>` rendering/quality/filters/depth_of_field_bokeh_shape
Default | 1 |
- :ref:`bool<class_bool>` rendering/quality/filters/depth_of_field_use_jitter
Default | false |
- :ref:`int<class_int>` rendering/quality/filters/max_anisotropy
Default | 4 |
- :ref:`int<class_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.
- :ref:`int<class_int>` rendering/quality/filters/screen_space_roughness_limiter
Default | 0 |
- :ref:`float<class_float>` rendering/quality/filters/screen_space_roughness_limiter_curve
Default | 1.0 |
- :ref:`bool<class_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.
- :ref:`bool<class_bool>` rendering/quality/gi_probes/anisotropic
Default | false |
- :ref:`int<class_int>` rendering/quality/gi_probes/quality
Default | 1 |
- :ref:`int<class_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 :ref:`Environment<class_Environment>`.
- :ref:`int<class_int>` rendering/quality/intended_usage/framebuffer_allocation.mobile
Default | 3 |
Lower-end override for :ref:`rendering/quality/intended_usage/framebuffer_allocation<class_ProjectSettings_property_rendering/quality/intended_usage/framebuffer_allocation>` on mobile devices, due to performance concerns or driver support.
- :ref:`int<class_int>` rendering/quality/reflection_atlas/reflection_count
Default | 64 |
Number of cubemaps to store in the reflection atlas. The number of :ref:`ReflectionProbe<class_ReflectionProbe>`s in a scene will be limited by this amount. A higher number requires more VRAM.
- :ref:`int<class_int>` rendering/quality/reflection_atlas/reflection_size
Default | 256 |
Size of cubemap faces for :ref:`ReflectionProbe<class_ReflectionProbe>`s. A higher number requires more VRAM and may make reflection probe updating slower.
- :ref:`int<class_int>` rendering/quality/reflection_atlas/reflection_size.mobile
Default | 128 |
Lower-end override for :ref:`rendering/quality/reflection_atlas/reflection_size<class_ProjectSettings_property_rendering/quality/reflection_atlas/reflection_size>` on mobile devices, due to performance concerns or driver support.
- :ref:`bool<class_bool>` rendering/quality/reflections/fast_filter_high_quality
Default | false |
Use a higher quality variant of the fast filtering algorithm. Significantly slower than using default quality, but results in smoother reflections. Should only be used when the scene is especially detailed.
- :ref:`int<class_int>` rendering/quality/reflections/ggx_samples
Default | 1024 |
Sets the number of samples to take when using importance sampling for :ref:`Sky<class_Sky>`s and :ref:`ReflectionProbe<class_ReflectionProbe>`s. A higher value will result in smoother, higher quality reflections, but increases time to calculate radiance maps. In general, fewer samples are needed for simpler, low dynamic range environments while more samples are needed for HDR environments and environments with a high level of detail.
- :ref:`int<class_int>` rendering/quality/reflections/ggx_samples.mobile
Default | 128 |
Lower-end override for :ref:`rendering/quality/reflections/ggx_samples<class_ProjectSettings_property_rendering/quality/reflections/ggx_samples>` on mobile devices, due to performance concerns or driver support.
- :ref:`int<class_int>` rendering/quality/reflections/roughness_layers
Default | 8 |
Limits the number of layers to use in radiance maps when using importance sampling. A lower number will be slightly faster and take up less VRAM.
- :ref:`bool<class_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 and upscaling artifacts on reflections, but is significantly slower to compute and uses :ref:`rendering/quality/reflections/roughness_layers<class_ProjectSettings_property_rendering/quality/reflections/roughness_layers>` times more memory.
- :ref:`bool<class_bool>` rendering/quality/reflections/texture_array_reflections.mobile
Default | false |
Lower-end override for :ref:`rendering/quality/reflections/texture_array_reflections<class_ProjectSettings_property_rendering/quality/reflections/texture_array_reflections>` on mobile devices, due to performance concerns or driver support.
- :ref:`bool<class_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.
- :ref:`bool<class_bool>` rendering/quality/shading/force_blinn_over_ggx.mobile
Default | true |
Lower-end override for :ref:`rendering/quality/shading/force_blinn_over_ggx<class_ProjectSettings_property_rendering/quality/shading/force_blinn_over_ggx>` on mobile devices, due to performance concerns or driver support.
- :ref:`bool<class_bool>` rendering/quality/shading/force_lambert_over_burley
Default | false |
If true
, uses faster but lower-quality Lambert material lighting model instead of Burley.
- :ref:`bool<class_bool>` rendering/quality/shading/force_lambert_over_burley.mobile
Default | true |
Lower-end override for :ref:`rendering/quality/shading/force_lambert_over_burley<class_ProjectSettings_property_rendering/quality/shading/force_lambert_over_burley>` on mobile devices, due to performance concerns or driver support.
- :ref:`bool<class_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.
- :ref:`bool<class_bool>` rendering/quality/shading/force_vertex_shading.mobile
Default | true |
Lower-end override for :ref:`rendering/quality/shading/force_vertex_shading<class_ProjectSettings_property_rendering/quality/shading/force_vertex_shading>` on mobile devices, due to performance concerns or driver support.
- :ref:`int<class_int>` rendering/quality/shadow_atlas/quadrant_0_subdiv
Default | 1 |
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
- :ref:`int<class_int>` rendering/quality/shadow_atlas/quadrant_1_subdiv
Default | 2 |
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
- :ref:`int<class_int>` rendering/quality/shadow_atlas/quadrant_2_subdiv
Default | 3 |
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
- :ref:`int<class_int>` rendering/quality/shadow_atlas/quadrant_3_subdiv
Default | 4 |
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
- :ref:`int<class_int>` rendering/quality/shadow_atlas/size
Default | 4096 |
Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
- :ref:`int<class_int>` rendering/quality/shadow_atlas/size.mobile
Default | 2048 |
Lower-end override for :ref:`rendering/quality/shadow_atlas/size<class_ProjectSettings_property_rendering/quality/shadow_atlas/size>` on mobile devices, due to performance concerns or driver support.
- :ref:`int<class_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.
- :ref:`int<class_int>` rendering/quality/shadows/filter_mode.mobile
Default | 0 |
Lower-end override for :ref:`rendering/quality/shadows/filter_mode<class_ProjectSettings_property_rendering/quality/shadows/filter_mode>` on mobile devices, due to performance concerns or driver support.
- :ref:`bool<class_bool>` rendering/quality/ssao/half_size
Default | false |
- :ref:`int<class_int>` rendering/quality/ssao/quality
Default | 1 |
- :ref:`int<class_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.
- :ref:`bool<class_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 Vulkan renderer.
- :ref:`bool<class_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.
- :ref:`bool<class_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 Vulkan renderer.
- :ref:`bool<class_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.
- :ref:`bool<class_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.
- :ref:`int<class_int>` rendering/vulkan/descriptor_pools/max_descriptors_per_pool
Default | 64 |
- :ref:`int<class_int>` rendering/vulkan/staging_buffer/block_size_kb
Default | 256 |
- :ref:`int<class_int>` rendering/vulkan/staging_buffer/max_size_mb
Default | 128 |
- :ref:`int<class_int>` rendering/vulkan/staging_buffer/texture_upload_region_size_px
Default | 64 |
- void add_property_info ( :ref:`Dictionary<class_Dictionary>` hint )
Adds a custom property info to a property. The dictionary must contain:
name
: :ref:`String<class_String>` (the property's name)type
: :ref:`int<class_int>` (see :ref:`Variant.Type<enum_@GlobalScope_Variant.Type>`)- optionally
hint
: :ref:`int<class_int>` (see :ref:`PropertyHint<enum_@GlobalScope_PropertyHint>`) andhint_string
: :ref:`String<class_String>`
Example:
ProjectSettings.set("category/property_name", 0) var property_info = { "name": "category/property_name", "type": TYPE_INT, "hint": PROPERTY_HINT_ENUM, "hint_string": "one,two,three" } ProjectSettings.add_property_info(property_info)
- void clear ( :ref:`String<class_String>` name )
Clears the whole configuration (not recommended, may break things).
- :ref:`int<class_int>` get_order ( :ref:`String<class_String>` name ) const
Returns the order of a configuration value (influences when saved to the config file).
- :ref:`Variant<class_Variant>` get_setting ( :ref:`String<class_String>` name ) const
Returns the value of a setting.
Example:
print(ProjectSettings.get_setting("application/config/name"))
- :ref:`String<class_String>` globalize_path ( :ref:`String<class_String>` path ) const
Converts a localized path (res://
) to a full native OS path.
- :ref:`bool<class_bool>` has_setting ( :ref:`String<class_String>` name ) const
Returns true
if a configuration value is present.
- :ref:`bool<class_bool>` load_resource_pack ( :ref:`String<class_String>` pack, :ref:`bool<class_bool>` replace_files=true )
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
.
- :ref:`String<class_String>` localize_path ( :ref:`String<class_String>` path ) const
Convert a path to a localized path (res://
path).
- :ref:`bool<class_bool>` property_can_revert ( :ref:`String<class_String>` name )
Returns true
if the specified property exists and its initial value differs from the current value.
- :ref:`Variant<class_Variant>` property_get_revert ( :ref:`String<class_String>` name )
Returns the specified property's initial value. Returns null
if the property does not exist.
Saves the configuration to the project.godot
file.
- :ref:`Error<enum_@GlobalScope_Error>` save_custom ( :ref:`String<class_String>` file )
Saves the configuration to a custom file.
- void set_initial_value ( :ref:`String<class_String>` name, :ref:`Variant<class_Variant>` value )
Sets the specified property's initial value. This is the value the property reverts to.
- void set_order ( :ref:`String<class_String>` name, :ref:`int<class_int>` position )
Sets the order of a configuration value (influences when saved to the config file).
- void set_setting ( :ref:`String<class_String>` name, :ref:`Variant<class_Variant>` value )
Sets the value of a setting.
Example:
ProjectSettings.set_setting("application/config/name", "Example")