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class_projectsettings.rst

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ProjectSettings

Inherits: :ref:`Object<class_Object>`

Contains global variables accessible from everywhere.

Description

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.

Properties

:ref:`Color<class_Color>` :ref:`application/boot_splash/bg_color<class_ProjectSettings_property_application/boot_splash/bg_color>` Color( 0.14, 0.14, 0.14, 1 )
:ref:`bool<class_bool>` :ref:`application/boot_splash/fullsize<class_ProjectSettings_property_application/boot_splash/fullsize>` true
:ref:`String<class_String>` :ref:`application/boot_splash/image<class_ProjectSettings_property_application/boot_splash/image>` ""
:ref:`bool<class_bool>` :ref:`application/boot_splash/use_filter<class_ProjectSettings_property_application/boot_splash/use_filter>` true
:ref:`String<class_String>` :ref:`application/config/custom_user_dir_name<class_ProjectSettings_property_application/config/custom_user_dir_name>` ""
:ref:`String<class_String>` :ref:`application/config/description<class_ProjectSettings_property_application/config/description>` ""
:ref:`String<class_String>` :ref:`application/config/icon<class_ProjectSettings_property_application/config/icon>` ""
:ref:`String<class_String>` :ref:`application/config/macos_native_icon<class_ProjectSettings_property_application/config/macos_native_icon>` ""
:ref:`String<class_String>` :ref:`application/config/name<class_ProjectSettings_property_application/config/name>` ""
:ref:`String<class_String>` :ref:`application/config/project_settings_override<class_ProjectSettings_property_application/config/project_settings_override>` ""
:ref:`bool<class_bool>` :ref:`application/config/use_custom_user_dir<class_ProjectSettings_property_application/config/use_custom_user_dir>` false
:ref:`String<class_String>` :ref:`application/config/windows_native_icon<class_ProjectSettings_property_application/config/windows_native_icon>` ""
:ref:`bool<class_bool>` :ref:`application/run/disable_stderr<class_ProjectSettings_property_application/run/disable_stderr>` false
:ref:`bool<class_bool>` :ref:`application/run/disable_stdout<class_ProjectSettings_property_application/run/disable_stdout>` false
:ref:`int<class_int>` :ref:`application/run/frame_delay_msec<class_ProjectSettings_property_application/run/frame_delay_msec>` 0
:ref:`bool<class_bool>` :ref:`application/run/low_processor_mode<class_ProjectSettings_property_application/run/low_processor_mode>` false
:ref:`int<class_int>` :ref:`application/run/low_processor_mode_sleep_usec<class_ProjectSettings_property_application/run/low_processor_mode_sleep_usec>` 6900
:ref:`String<class_String>` :ref:`application/run/main_scene<class_ProjectSettings_property_application/run/main_scene>` ""
:ref:`float<class_float>` :ref:`audio/channel_disable_threshold_db<class_ProjectSettings_property_audio/channel_disable_threshold_db>` -60.0
:ref:`float<class_float>` :ref:`audio/channel_disable_time<class_ProjectSettings_property_audio/channel_disable_time>` 2.0
:ref:`String<class_String>` :ref:`audio/default_bus_layout<class_ProjectSettings_property_audio/default_bus_layout>` "res://default_bus_layout.tres"
:ref:`String<class_String>` :ref:`audio/driver<class_ProjectSettings_property_audio/driver>` "PulseAudio"
:ref:`bool<class_bool>` :ref:`audio/enable_audio_input<class_ProjectSettings_property_audio/enable_audio_input>` false
:ref:`int<class_int>` :ref:`audio/mix_rate<class_ProjectSettings_property_audio/mix_rate>` 44100
:ref:`int<class_int>` :ref:`audio/output_latency<class_ProjectSettings_property_audio/output_latency>` 15
:ref:`int<class_int>` :ref:`audio/video_delay_compensation_ms<class_ProjectSettings_property_audio/video_delay_compensation_ms>` 0
:ref:`int<class_int>` :ref:`compression/formats/gzip/compression_level<class_ProjectSettings_property_compression/formats/gzip/compression_level>` -1
:ref:`int<class_int>` :ref:`compression/formats/zlib/compression_level<class_ProjectSettings_property_compression/formats/zlib/compression_level>` -1
:ref:`int<class_int>` :ref:`compression/formats/zstd/compression_level<class_ProjectSettings_property_compression/formats/zstd/compression_level>` 3
:ref:`bool<class_bool>` :ref:`compression/formats/zstd/long_distance_matching<class_ProjectSettings_property_compression/formats/zstd/long_distance_matching>` false
:ref:`int<class_int>` :ref:`compression/formats/zstd/window_log_size<class_ProjectSettings_property_compression/formats/zstd/window_log_size>` 27
:ref:`bool<class_bool>` :ref:`debug/gdscript/completion/autocomplete_setters_and_getters<class_ProjectSettings_property_debug/gdscript/completion/autocomplete_setters_and_getters>` false
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/constant_used_as_function<class_ProjectSettings_property_debug/gdscript/warnings/constant_used_as_function>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/deprecated_keyword<class_ProjectSettings_property_debug/gdscript/warnings/deprecated_keyword>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/enable<class_ProjectSettings_property_debug/gdscript/warnings/enable>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/exclude_addons<class_ProjectSettings_property_debug/gdscript/warnings/exclude_addons>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/function_conflicts_constant<class_ProjectSettings_property_debug/gdscript/warnings/function_conflicts_constant>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/function_conflicts_variable<class_ProjectSettings_property_debug/gdscript/warnings/function_conflicts_variable>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/function_may_yield<class_ProjectSettings_property_debug/gdscript/warnings/function_may_yield>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/function_used_as_property<class_ProjectSettings_property_debug/gdscript/warnings/function_used_as_property>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/incompatible_ternary<class_ProjectSettings_property_debug/gdscript/warnings/incompatible_ternary>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/integer_division<class_ProjectSettings_property_debug/gdscript/warnings/integer_division>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/narrowing_conversion<class_ProjectSettings_property_debug/gdscript/warnings/narrowing_conversion>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/property_used_as_function<class_ProjectSettings_property_debug/gdscript/warnings/property_used_as_function>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/return_value_discarded<class_ProjectSettings_property_debug/gdscript/warnings/return_value_discarded>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/shadowed_variable<class_ProjectSettings_property_debug/gdscript/warnings/shadowed_variable>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/standalone_expression<class_ProjectSettings_property_debug/gdscript/warnings/standalone_expression>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/standalone_ternary<class_ProjectSettings_property_debug/gdscript/warnings/standalone_ternary>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/treat_warnings_as_errors<class_ProjectSettings_property_debug/gdscript/warnings/treat_warnings_as_errors>` false
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/unassigned_variable<class_ProjectSettings_property_debug/gdscript/warnings/unassigned_variable>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/unassigned_variable_op_assign<class_ProjectSettings_property_debug/gdscript/warnings/unassigned_variable_op_assign>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/unreachable_code<class_ProjectSettings_property_debug/gdscript/warnings/unreachable_code>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/unsafe_call_argument<class_ProjectSettings_property_debug/gdscript/warnings/unsafe_call_argument>` false
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/unsafe_cast<class_ProjectSettings_property_debug/gdscript/warnings/unsafe_cast>` false
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/unsafe_method_access<class_ProjectSettings_property_debug/gdscript/warnings/unsafe_method_access>` false
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/unsafe_property_access<class_ProjectSettings_property_debug/gdscript/warnings/unsafe_property_access>` false
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/unused_argument<class_ProjectSettings_property_debug/gdscript/warnings/unused_argument>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/unused_class_variable<class_ProjectSettings_property_debug/gdscript/warnings/unused_class_variable>` false
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/unused_signal<class_ProjectSettings_property_debug/gdscript/warnings/unused_signal>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/unused_variable<class_ProjectSettings_property_debug/gdscript/warnings/unused_variable>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/variable_conflicts_function<class_ProjectSettings_property_debug/gdscript/warnings/variable_conflicts_function>` true
:ref:`bool<class_bool>` :ref:`debug/gdscript/warnings/void_assignment<class_ProjectSettings_property_debug/gdscript/warnings/void_assignment>` true
:ref:`String<class_String>` :ref:`debug/settings/crash_handler/message<class_ProjectSettings_property_debug/settings/crash_handler/message>` "Please include this when reporting the bug on https://github.com/godotengine/godot/issues"
:ref:`int<class_int>` :ref:`debug/settings/fps/force_fps<class_ProjectSettings_property_debug/settings/fps/force_fps>` 0
:ref:`int<class_int>` :ref:`debug/settings/gdscript/max_call_stack<class_ProjectSettings_property_debug/settings/gdscript/max_call_stack>` 1024
:ref:`int<class_int>` :ref:`debug/settings/profiler/max_functions<class_ProjectSettings_property_debug/settings/profiler/max_functions>` 16384
:ref:`bool<class_bool>` :ref:`debug/settings/stdout/print_fps<class_ProjectSettings_property_debug/settings/stdout/print_fps>` false
:ref:`bool<class_bool>` :ref:`debug/settings/stdout/verbose_stdout<class_ProjectSettings_property_debug/settings/stdout/verbose_stdout>` false
:ref:`int<class_int>` :ref:`debug/settings/visual_script/max_call_stack<class_ProjectSettings_property_debug/settings/visual_script/max_call_stack>` 1024
:ref:`Color<class_Color>` :ref:`debug/shapes/collision/contact_color<class_ProjectSettings_property_debug/shapes/collision/contact_color>` Color( 1, 0.2, 0.1, 0.8 )
:ref:`int<class_int>` :ref:`debug/shapes/collision/max_contacts_displayed<class_ProjectSettings_property_debug/shapes/collision/max_contacts_displayed>` 10000
:ref:`Color<class_Color>` :ref:`debug/shapes/collision/shape_color<class_ProjectSettings_property_debug/shapes/collision/shape_color>` Color( 0, 0.6, 0.7, 0.5 )
:ref:`Color<class_Color>` :ref:`debug/shapes/navigation/disabled_geometry_color<class_ProjectSettings_property_debug/shapes/navigation/disabled_geometry_color>` Color( 1, 0.7, 0.1, 0.4 )
:ref:`Color<class_Color>` :ref:`debug/shapes/navigation/geometry_color<class_ProjectSettings_property_debug/shapes/navigation/geometry_color>` Color( 0.1, 1, 0.7, 0.4 )
:ref:`String<class_String>` :ref:`display/mouse_cursor/custom_image<class_ProjectSettings_property_display/mouse_cursor/custom_image>` ""
:ref:`Vector2<class_Vector2>` :ref:`display/mouse_cursor/custom_image_hotspot<class_ProjectSettings_property_display/mouse_cursor/custom_image_hotspot>` Vector2( 0, 0 )
:ref:`Vector2<class_Vector2>` :ref:`display/mouse_cursor/tooltip_position_offset<class_ProjectSettings_property_display/mouse_cursor/tooltip_position_offset>` Vector2( 10, 10 )
:ref:`bool<class_bool>` :ref:`display/window/dpi/allow_hidpi<class_ProjectSettings_property_display/window/dpi/allow_hidpi>` false
:ref:`bool<class_bool>` :ref:`display/window/energy_saving/keep_screen_on<class_ProjectSettings_property_display/window/energy_saving/keep_screen_on>` true
:ref:`String<class_String>` :ref:`display/window/handheld/orientation<class_ProjectSettings_property_display/window/handheld/orientation>` "landscape"
:ref:`bool<class_bool>` :ref:`display/window/ios/hide_home_indicator<class_ProjectSettings_property_display/window/ios/hide_home_indicator>` true
:ref:`bool<class_bool>` :ref:`display/window/per_pixel_transparency/allowed<class_ProjectSettings_property_display/window/per_pixel_transparency/allowed>` false
:ref:`bool<class_bool>` :ref:`display/window/per_pixel_transparency/enabled<class_ProjectSettings_property_display/window/per_pixel_transparency/enabled>` false
:ref:`bool<class_bool>` :ref:`display/window/size/always_on_top<class_ProjectSettings_property_display/window/size/always_on_top>` false
:ref:`bool<class_bool>` :ref:`display/window/size/borderless<class_ProjectSettings_property_display/window/size/borderless>` false
:ref:`bool<class_bool>` :ref:`display/window/size/fullscreen<class_ProjectSettings_property_display/window/size/fullscreen>` false
:ref:`int<class_int>` :ref:`display/window/size/height<class_ProjectSettings_property_display/window/size/height>` 600
:ref:`bool<class_bool>` :ref:`display/window/size/resizable<class_ProjectSettings_property_display/window/size/resizable>` true
:ref:`int<class_int>` :ref:`display/window/size/test_height<class_ProjectSettings_property_display/window/size/test_height>` 0
:ref:`int<class_int>` :ref:`display/window/size/test_width<class_ProjectSettings_property_display/window/size/test_width>` 0
:ref:`int<class_int>` :ref:`display/window/size/width<class_ProjectSettings_property_display/window/size/width>` 1024
:ref:`bool<class_bool>` :ref:`display/window/vsync/use_vsync<class_ProjectSettings_property_display/window/vsync/use_vsync>` true
:ref:`bool<class_bool>` :ref:`display/window/vsync/vsync_via_compositor<class_ProjectSettings_property_display/window/vsync/vsync_via_compositor>` false
:ref:`String<class_String>` :ref:`editor/script_templates_search_path<class_ProjectSettings_property_editor/script_templates_search_path>` "res://script_templates"
:ref:`PackedStringArray<class_PackedStringArray>` :ref:`editor/search_in_file_extensions<class_ProjectSettings_property_editor/search_in_file_extensions>` PackedStringArray( "gd", "shader" )
:ref:`int<class_int>` :ref:`gui/common/default_scroll_deadzone<class_ProjectSettings_property_gui/common/default_scroll_deadzone>` 0
:ref:`bool<class_bool>` :ref:`gui/common/swap_ok_cancel<class_ProjectSettings_property_gui/common/swap_ok_cancel>` false
:ref:`String<class_String>` :ref:`gui/theme/custom<class_ProjectSettings_property_gui/theme/custom>` ""
:ref:`String<class_String>` :ref:`gui/theme/custom_font<class_ProjectSettings_property_gui/theme/custom_font>` ""
:ref:`bool<class_bool>` :ref:`gui/theme/use_hidpi<class_ProjectSettings_property_gui/theme/use_hidpi>` false
:ref:`int<class_int>` :ref:`gui/timers/incremental_search_max_interval_msec<class_ProjectSettings_property_gui/timers/incremental_search_max_interval_msec>` 2000
:ref:`float<class_float>` :ref:`gui/timers/text_edit_idle_detect_sec<class_ProjectSettings_property_gui/timers/text_edit_idle_detect_sec>` 3
:ref:`float<class_float>` :ref:`gui/timers/tooltip_delay_sec<class_ProjectSettings_property_gui/timers/tooltip_delay_sec>` 0.5
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_accept<class_ProjectSettings_property_input/ui_accept>`  
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_cancel<class_ProjectSettings_property_input/ui_cancel>`  
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_down<class_ProjectSettings_property_input/ui_down>`  
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_end<class_ProjectSettings_property_input/ui_end>`  
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_focus_next<class_ProjectSettings_property_input/ui_focus_next>`  
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_focus_prev<class_ProjectSettings_property_input/ui_focus_prev>`  
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_home<class_ProjectSettings_property_input/ui_home>`  
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_left<class_ProjectSettings_property_input/ui_left>`  
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_page_down<class_ProjectSettings_property_input/ui_page_down>`  
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_page_up<class_ProjectSettings_property_input/ui_page_up>`  
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_right<class_ProjectSettings_property_input/ui_right>`  
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_select<class_ProjectSettings_property_input/ui_select>`  
:ref:`Dictionary<class_Dictionary>` :ref:`input/ui_up<class_ProjectSettings_property_input/ui_up>`  
:ref:`bool<class_bool>` :ref:`input_devices/pointing/emulate_mouse_from_touch<class_ProjectSettings_property_input_devices/pointing/emulate_mouse_from_touch>` true
:ref:`bool<class_bool>` :ref:`input_devices/pointing/emulate_touch_from_mouse<class_ProjectSettings_property_input_devices/pointing/emulate_touch_from_mouse>` false
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_1<class_ProjectSettings_property_layer_names/2d_physics/layer_1>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_10<class_ProjectSettings_property_layer_names/2d_physics/layer_10>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_11<class_ProjectSettings_property_layer_names/2d_physics/layer_11>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_12<class_ProjectSettings_property_layer_names/2d_physics/layer_12>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_13<class_ProjectSettings_property_layer_names/2d_physics/layer_13>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_14<class_ProjectSettings_property_layer_names/2d_physics/layer_14>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_15<class_ProjectSettings_property_layer_names/2d_physics/layer_15>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_16<class_ProjectSettings_property_layer_names/2d_physics/layer_16>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_17<class_ProjectSettings_property_layer_names/2d_physics/layer_17>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_18<class_ProjectSettings_property_layer_names/2d_physics/layer_18>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_19<class_ProjectSettings_property_layer_names/2d_physics/layer_19>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_2<class_ProjectSettings_property_layer_names/2d_physics/layer_2>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_20<class_ProjectSettings_property_layer_names/2d_physics/layer_20>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_3<class_ProjectSettings_property_layer_names/2d_physics/layer_3>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_4<class_ProjectSettings_property_layer_names/2d_physics/layer_4>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_5<class_ProjectSettings_property_layer_names/2d_physics/layer_5>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_6<class_ProjectSettings_property_layer_names/2d_physics/layer_6>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_7<class_ProjectSettings_property_layer_names/2d_physics/layer_7>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_8<class_ProjectSettings_property_layer_names/2d_physics/layer_8>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_physics/layer_9<class_ProjectSettings_property_layer_names/2d_physics/layer_9>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_1<class_ProjectSettings_property_layer_names/2d_render/layer_1>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_10<class_ProjectSettings_property_layer_names/2d_render/layer_10>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_11<class_ProjectSettings_property_layer_names/2d_render/layer_11>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_12<class_ProjectSettings_property_layer_names/2d_render/layer_12>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_13<class_ProjectSettings_property_layer_names/2d_render/layer_13>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_14<class_ProjectSettings_property_layer_names/2d_render/layer_14>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_15<class_ProjectSettings_property_layer_names/2d_render/layer_15>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_16<class_ProjectSettings_property_layer_names/2d_render/layer_16>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_17<class_ProjectSettings_property_layer_names/2d_render/layer_17>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_18<class_ProjectSettings_property_layer_names/2d_render/layer_18>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_19<class_ProjectSettings_property_layer_names/2d_render/layer_19>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_2<class_ProjectSettings_property_layer_names/2d_render/layer_2>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_20<class_ProjectSettings_property_layer_names/2d_render/layer_20>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_3<class_ProjectSettings_property_layer_names/2d_render/layer_3>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_4<class_ProjectSettings_property_layer_names/2d_render/layer_4>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_5<class_ProjectSettings_property_layer_names/2d_render/layer_5>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_6<class_ProjectSettings_property_layer_names/2d_render/layer_6>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_7<class_ProjectSettings_property_layer_names/2d_render/layer_7>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_8<class_ProjectSettings_property_layer_names/2d_render/layer_8>` ""
:ref:`String<class_String>` :ref:`layer_names/2d_render/layer_9<class_ProjectSettings_property_layer_names/2d_render/layer_9>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_1<class_ProjectSettings_property_layer_names/3d_physics/layer_1>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_10<class_ProjectSettings_property_layer_names/3d_physics/layer_10>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_11<class_ProjectSettings_property_layer_names/3d_physics/layer_11>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_12<class_ProjectSettings_property_layer_names/3d_physics/layer_12>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_13<class_ProjectSettings_property_layer_names/3d_physics/layer_13>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_14<class_ProjectSettings_property_layer_names/3d_physics/layer_14>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_15<class_ProjectSettings_property_layer_names/3d_physics/layer_15>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_16<class_ProjectSettings_property_layer_names/3d_physics/layer_16>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_17<class_ProjectSettings_property_layer_names/3d_physics/layer_17>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_18<class_ProjectSettings_property_layer_names/3d_physics/layer_18>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_19<class_ProjectSettings_property_layer_names/3d_physics/layer_19>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_2<class_ProjectSettings_property_layer_names/3d_physics/layer_2>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_20<class_ProjectSettings_property_layer_names/3d_physics/layer_20>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_3<class_ProjectSettings_property_layer_names/3d_physics/layer_3>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_4<class_ProjectSettings_property_layer_names/3d_physics/layer_4>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_5<class_ProjectSettings_property_layer_names/3d_physics/layer_5>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_6<class_ProjectSettings_property_layer_names/3d_physics/layer_6>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_7<class_ProjectSettings_property_layer_names/3d_physics/layer_7>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_8<class_ProjectSettings_property_layer_names/3d_physics/layer_8>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_physics/layer_9<class_ProjectSettings_property_layer_names/3d_physics/layer_9>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_1<class_ProjectSettings_property_layer_names/3d_render/layer_1>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_10<class_ProjectSettings_property_layer_names/3d_render/layer_10>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_11<class_ProjectSettings_property_layer_names/3d_render/layer_11>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_12<class_ProjectSettings_property_layer_names/3d_render/layer_12>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_13<class_ProjectSettings_property_layer_names/3d_render/layer_13>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_14<class_ProjectSettings_property_layer_names/3d_render/layer_14>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_15<class_ProjectSettings_property_layer_names/3d_render/layer_15>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_16<class_ProjectSettings_property_layer_names/3d_render/layer_16>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_17<class_ProjectSettings_property_layer_names/3d_render/layer_17>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_18<class_ProjectSettings_property_layer_names/3d_render/layer_18>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_19<class_ProjectSettings_property_layer_names/3d_render/layer_19>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_2<class_ProjectSettings_property_layer_names/3d_render/layer_2>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_20<class_ProjectSettings_property_layer_names/3d_render/layer_20>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_3<class_ProjectSettings_property_layer_names/3d_render/layer_3>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_4<class_ProjectSettings_property_layer_names/3d_render/layer_4>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_5<class_ProjectSettings_property_layer_names/3d_render/layer_5>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_6<class_ProjectSettings_property_layer_names/3d_render/layer_6>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_7<class_ProjectSettings_property_layer_names/3d_render/layer_7>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_8<class_ProjectSettings_property_layer_names/3d_render/layer_8>` ""
:ref:`String<class_String>` :ref:`layer_names/3d_render/layer_9<class_ProjectSettings_property_layer_names/3d_render/layer_9>` ""
:ref:`String<class_String>` :ref:`locale/fallback<class_ProjectSettings_property_locale/fallback>` "en"
:ref:`String<class_String>` :ref:`locale/test<class_ProjectSettings_property_locale/test>` ""
:ref:`bool<class_bool>` :ref:`logging/file_logging/enable_file_logging<class_ProjectSettings_property_logging/file_logging/enable_file_logging>` false
:ref:`String<class_String>` :ref:`logging/file_logging/log_path<class_ProjectSettings_property_logging/file_logging/log_path>` "user://logs/log.txt"
:ref:`int<class_int>` :ref:`logging/file_logging/max_log_files<class_ProjectSettings_property_logging/file_logging/max_log_files>` 10
:ref:`int<class_int>` :ref:`memory/limits/message_queue/max_size_kb<class_ProjectSettings_property_memory/limits/message_queue/max_size_kb>` 1024
:ref:`int<class_int>` :ref:`memory/limits/multithreaded_server/rid_pool_prealloc<class_ProjectSettings_property_memory/limits/multithreaded_server/rid_pool_prealloc>` 60
:ref:`int<class_int>` :ref:`mono/debugger_agent/port<class_ProjectSettings_property_mono/debugger_agent/port>` 23685
:ref:`bool<class_bool>` :ref:`mono/debugger_agent/wait_for_debugger<class_ProjectSettings_property_mono/debugger_agent/wait_for_debugger>` false
:ref:`int<class_int>` :ref:`mono/debugger_agent/wait_timeout<class_ProjectSettings_property_mono/debugger_agent/wait_timeout>` 3000
:ref:`String<class_String>` :ref:`mono/profiler/args<class_ProjectSettings_property_mono/profiler/args>` "log:calls,alloc,sample,output=output.mlpd"
:ref:`bool<class_bool>` :ref:`mono/profiler/enabled<class_ProjectSettings_property_mono/profiler/enabled>` false
:ref:`int<class_int>` :ref:`mono/unhandled_exception_policy<class_ProjectSettings_property_mono/unhandled_exception_policy>` 0
:ref:`int<class_int>` :ref:`network/limits/debugger/max_chars_per_second<class_ProjectSettings_property_network/limits/debugger/max_chars_per_second>` 32768
:ref:`int<class_int>` :ref:`network/limits/debugger/max_errors_per_second<class_ProjectSettings_property_network/limits/debugger/max_errors_per_second>` 400
:ref:`int<class_int>` :ref:`network/limits/debugger/max_queued_messages<class_ProjectSettings_property_network/limits/debugger/max_queued_messages>` 2048
:ref:`int<class_int>` :ref:`network/limits/debugger/max_warnings_per_second<class_ProjectSettings_property_network/limits/debugger/max_warnings_per_second>` 400
:ref:`int<class_int>` :ref:`network/limits/packet_peer_stream/max_buffer_po2<class_ProjectSettings_property_network/limits/packet_peer_stream/max_buffer_po2>` 16
:ref:`int<class_int>` :ref:`network/limits/tcp/connect_timeout_seconds<class_ProjectSettings_property_network/limits/tcp/connect_timeout_seconds>` 30
:ref:`int<class_int>` :ref:`network/limits/webrtc/max_channel_in_buffer_kb<class_ProjectSettings_property_network/limits/webrtc/max_channel_in_buffer_kb>` 64
:ref:`int<class_int>` :ref:`network/limits/websocket_client/max_in_buffer_kb<class_ProjectSettings_property_network/limits/websocket_client/max_in_buffer_kb>` 64
:ref:`int<class_int>` :ref:`network/limits/websocket_client/max_in_packets<class_ProjectSettings_property_network/limits/websocket_client/max_in_packets>` 1024
:ref:`int<class_int>` :ref:`network/limits/websocket_client/max_out_buffer_kb<class_ProjectSettings_property_network/limits/websocket_client/max_out_buffer_kb>` 64
:ref:`int<class_int>` :ref:`network/limits/websocket_client/max_out_packets<class_ProjectSettings_property_network/limits/websocket_client/max_out_packets>` 1024
:ref:`int<class_int>` :ref:`network/limits/websocket_server/max_in_buffer_kb<class_ProjectSettings_property_network/limits/websocket_server/max_in_buffer_kb>` 64
:ref:`int<class_int>` :ref:`network/limits/websocket_server/max_in_packets<class_ProjectSettings_property_network/limits/websocket_server/max_in_packets>` 1024
:ref:`int<class_int>` :ref:`network/limits/websocket_server/max_out_buffer_kb<class_ProjectSettings_property_network/limits/websocket_server/max_out_buffer_kb>` 64
:ref:`int<class_int>` :ref:`network/limits/websocket_server/max_out_packets<class_ProjectSettings_property_network/limits/websocket_server/max_out_packets>` 1024
:ref:`int<class_int>` :ref:`network/remote_fs/page_read_ahead<class_ProjectSettings_property_network/remote_fs/page_read_ahead>` 4
:ref:`int<class_int>` :ref:`network/remote_fs/page_size<class_ProjectSettings_property_network/remote_fs/page_size>` 65536
:ref:`String<class_String>` :ref:`network/ssl/certificates<class_ProjectSettings_property_network/ssl/certificates>` ""
:ref:`int<class_int>` :ref:`node/name_casing<class_ProjectSettings_property_node/name_casing>` 0
:ref:`int<class_int>` :ref:`node/name_num_separator<class_ProjectSettings_property_node/name_num_separator>` 0
:ref:`int<class_int>` :ref:`physics/2d/bp_hash_table_size<class_ProjectSettings_property_physics/2d/bp_hash_table_size>` 4096
:ref:`int<class_int>` :ref:`physics/2d/cell_size<class_ProjectSettings_property_physics/2d/cell_size>` 128
:ref:`float<class_float>` :ref:`physics/2d/default_angular_damp<class_ProjectSettings_property_physics/2d/default_angular_damp>` 1.0
:ref:`int<class_int>` :ref:`physics/2d/default_gravity<class_ProjectSettings_property_physics/2d/default_gravity>` 98
:ref:`Vector2<class_Vector2>` :ref:`physics/2d/default_gravity_vector<class_ProjectSettings_property_physics/2d/default_gravity_vector>` Vector2( 0, 1 )
:ref:`float<class_float>` :ref:`physics/2d/default_linear_damp<class_ProjectSettings_property_physics/2d/default_linear_damp>` 0.1
:ref:`int<class_int>` :ref:`physics/2d/large_object_surface_threshold_in_cells<class_ProjectSettings_property_physics/2d/large_object_surface_threshold_in_cells>` 512
:ref:`String<class_String>` :ref:`physics/2d/physics_engine<class_ProjectSettings_property_physics/2d/physics_engine>` "DEFAULT"
:ref:`float<class_float>` :ref:`physics/2d/sleep_threshold_angular<class_ProjectSettings_property_physics/2d/sleep_threshold_angular>` 0.139626
:ref:`float<class_float>` :ref:`physics/2d/sleep_threshold_linear<class_ProjectSettings_property_physics/2d/sleep_threshold_linear>` 2.0
:ref:`int<class_int>` :ref:`physics/2d/thread_model<class_ProjectSettings_property_physics/2d/thread_model>` 1
:ref:`float<class_float>` :ref:`physics/2d/time_before_sleep<class_ProjectSettings_property_physics/2d/time_before_sleep>` 0.5
:ref:`bool<class_bool>` :ref:`physics/3d/active_soft_world<class_ProjectSettings_property_physics/3d/active_soft_world>` true
:ref:`float<class_float>` :ref:`physics/3d/default_angular_damp<class_ProjectSettings_property_physics/3d/default_angular_damp>` 0.1
:ref:`float<class_float>` :ref:`physics/3d/default_gravity<class_ProjectSettings_property_physics/3d/default_gravity>` 9.8
:ref:`Vector3<class_Vector3>` :ref:`physics/3d/default_gravity_vector<class_ProjectSettings_property_physics/3d/default_gravity_vector>` Vector3( 0, -1, 0 )
:ref:`float<class_float>` :ref:`physics/3d/default_linear_damp<class_ProjectSettings_property_physics/3d/default_linear_damp>` 0.1
:ref:`String<class_String>` :ref:`physics/3d/physics_engine<class_ProjectSettings_property_physics/3d/physics_engine>` "DEFAULT"
:ref:`bool<class_bool>` :ref:`physics/common/enable_object_picking<class_ProjectSettings_property_physics/common/enable_object_picking>` true
:ref:`int<class_int>` :ref:`physics/common/physics_fps<class_ProjectSettings_property_physics/common/physics_fps>` 60
:ref:`float<class_float>` :ref:`physics/common/physics_jitter_fix<class_ProjectSettings_property_physics/common/physics_jitter_fix>` 0.5
:ref:`Color<class_Color>` :ref:`rendering/environment/default_clear_color<class_ProjectSettings_property_rendering/environment/default_clear_color>` Color( 0.3, 0.3, 0.3, 1 )
:ref:`String<class_String>` :ref:`rendering/environment/default_environment<class_ProjectSettings_property_rendering/environment/default_environment>` ""
:ref:`int<class_int>` :ref:`rendering/limits/rendering/max_renderable_elements<class_ProjectSettings_property_rendering/limits/rendering/max_renderable_elements>` 128000
:ref:`bool<class_bool>` :ref:`rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround<class_ProjectSettings_property_rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround>` false
:ref:`bool<class_bool>` :ref:`rendering/quality/2d/use_pixel_snap<class_ProjectSettings_property_rendering/quality/2d/use_pixel_snap>` false
:ref:`String<class_String>` :ref:`rendering/quality/depth_prepass/disable_for_vendors<class_ProjectSettings_property_rendering/quality/depth_prepass/disable_for_vendors>` "PowerVR,Mali,Adreno,Apple"
:ref:`bool<class_bool>` :ref:`rendering/quality/depth_prepass/enable<class_ProjectSettings_property_rendering/quality/depth_prepass/enable>` true
:ref:`int<class_int>` :ref:`rendering/quality/directional_shadow/size<class_ProjectSettings_property_rendering/quality/directional_shadow/size>` 4096
:ref:`int<class_int>` :ref:`rendering/quality/directional_shadow/size.mobile<class_ProjectSettings_property_rendering/quality/directional_shadow/size.mobile>` 2048
:ref:`String<class_String>` :ref:`rendering/quality/driver/driver_name<class_ProjectSettings_property_rendering/quality/driver/driver_name>` "Vulkan"
:ref:`int<class_int>` :ref:`rendering/quality/filters/depth_of_field_bokeh_quality<class_ProjectSettings_property_rendering/quality/filters/depth_of_field_bokeh_quality>` 2
:ref:`int<class_int>` :ref:`rendering/quality/filters/depth_of_field_bokeh_shape<class_ProjectSettings_property_rendering/quality/filters/depth_of_field_bokeh_shape>` 1
:ref:`bool<class_bool>` :ref:`rendering/quality/filters/depth_of_field_use_jitter<class_ProjectSettings_property_rendering/quality/filters/depth_of_field_use_jitter>` false
:ref:`int<class_int>` :ref:`rendering/quality/filters/max_anisotropy<class_ProjectSettings_property_rendering/quality/filters/max_anisotropy>` 4
:ref:`int<class_int>` :ref:`rendering/quality/filters/msaa<class_ProjectSettings_property_rendering/quality/filters/msaa>` 0
:ref:`int<class_int>` :ref:`rendering/quality/filters/screen_space_roughness_limiter<class_ProjectSettings_property_rendering/quality/filters/screen_space_roughness_limiter>` 0
:ref:`float<class_float>` :ref:`rendering/quality/filters/screen_space_roughness_limiter_curve<class_ProjectSettings_property_rendering/quality/filters/screen_space_roughness_limiter_curve>` 1.0
:ref:`bool<class_bool>` :ref:`rendering/quality/filters/use_nearest_mipmap_filter<class_ProjectSettings_property_rendering/quality/filters/use_nearest_mipmap_filter>` false
:ref:`bool<class_bool>` :ref:`rendering/quality/gi_probes/anisotropic<class_ProjectSettings_property_rendering/quality/gi_probes/anisotropic>` false
:ref:`int<class_int>` :ref:`rendering/quality/gi_probes/quality<class_ProjectSettings_property_rendering/quality/gi_probes/quality>` 1
:ref:`int<class_int>` :ref:`rendering/quality/intended_usage/framebuffer_allocation<class_ProjectSettings_property_rendering/quality/intended_usage/framebuffer_allocation>` 2
:ref:`int<class_int>` :ref:`rendering/quality/intended_usage/framebuffer_allocation.mobile<class_ProjectSettings_property_rendering/quality/intended_usage/framebuffer_allocation.mobile>` 3
:ref:`int<class_int>` :ref:`rendering/quality/reflection_atlas/reflection_count<class_ProjectSettings_property_rendering/quality/reflection_atlas/reflection_count>` 64
:ref:`int<class_int>` :ref:`rendering/quality/reflection_atlas/reflection_size<class_ProjectSettings_property_rendering/quality/reflection_atlas/reflection_size>` 256
:ref:`int<class_int>` :ref:`rendering/quality/reflection_atlas/reflection_size.mobile<class_ProjectSettings_property_rendering/quality/reflection_atlas/reflection_size.mobile>` 128
:ref:`bool<class_bool>` :ref:`rendering/quality/reflections/fast_filter_high_quality<class_ProjectSettings_property_rendering/quality/reflections/fast_filter_high_quality>` false
:ref:`int<class_int>` :ref:`rendering/quality/reflections/ggx_samples<class_ProjectSettings_property_rendering/quality/reflections/ggx_samples>` 1024
:ref:`int<class_int>` :ref:`rendering/quality/reflections/ggx_samples.mobile<class_ProjectSettings_property_rendering/quality/reflections/ggx_samples.mobile>` 128
:ref:`int<class_int>` :ref:`rendering/quality/reflections/roughness_layers<class_ProjectSettings_property_rendering/quality/reflections/roughness_layers>` 8
:ref:`bool<class_bool>` :ref:`rendering/quality/reflections/texture_array_reflections<class_ProjectSettings_property_rendering/quality/reflections/texture_array_reflections>` true
:ref:`bool<class_bool>` :ref:`rendering/quality/reflections/texture_array_reflections.mobile<class_ProjectSettings_property_rendering/quality/reflections/texture_array_reflections.mobile>` false
:ref:`bool<class_bool>` :ref:`rendering/quality/shading/force_blinn_over_ggx<class_ProjectSettings_property_rendering/quality/shading/force_blinn_over_ggx>` false
:ref:`bool<class_bool>` :ref:`rendering/quality/shading/force_blinn_over_ggx.mobile<class_ProjectSettings_property_rendering/quality/shading/force_blinn_over_ggx.mobile>` true
:ref:`bool<class_bool>` :ref:`rendering/quality/shading/force_lambert_over_burley<class_ProjectSettings_property_rendering/quality/shading/force_lambert_over_burley>` false
:ref:`bool<class_bool>` :ref:`rendering/quality/shading/force_lambert_over_burley.mobile<class_ProjectSettings_property_rendering/quality/shading/force_lambert_over_burley.mobile>` true
:ref:`bool<class_bool>` :ref:`rendering/quality/shading/force_vertex_shading<class_ProjectSettings_property_rendering/quality/shading/force_vertex_shading>` false
:ref:`bool<class_bool>` :ref:`rendering/quality/shading/force_vertex_shading.mobile<class_ProjectSettings_property_rendering/quality/shading/force_vertex_shading.mobile>` true
:ref:`int<class_int>` :ref:`rendering/quality/shadow_atlas/quadrant_0_subdiv<class_ProjectSettings_property_rendering/quality/shadow_atlas/quadrant_0_subdiv>` 1
:ref:`int<class_int>` :ref:`rendering/quality/shadow_atlas/quadrant_1_subdiv<class_ProjectSettings_property_rendering/quality/shadow_atlas/quadrant_1_subdiv>` 2
:ref:`int<class_int>` :ref:`rendering/quality/shadow_atlas/quadrant_2_subdiv<class_ProjectSettings_property_rendering/quality/shadow_atlas/quadrant_2_subdiv>` 3
:ref:`int<class_int>` :ref:`rendering/quality/shadow_atlas/quadrant_3_subdiv<class_ProjectSettings_property_rendering/quality/shadow_atlas/quadrant_3_subdiv>` 4
:ref:`int<class_int>` :ref:`rendering/quality/shadow_atlas/size<class_ProjectSettings_property_rendering/quality/shadow_atlas/size>` 4096
:ref:`int<class_int>` :ref:`rendering/quality/shadow_atlas/size.mobile<class_ProjectSettings_property_rendering/quality/shadow_atlas/size.mobile>` 2048
:ref:`int<class_int>` :ref:`rendering/quality/shadows/filter_mode<class_ProjectSettings_property_rendering/quality/shadows/filter_mode>` 1
:ref:`int<class_int>` :ref:`rendering/quality/shadows/filter_mode.mobile<class_ProjectSettings_property_rendering/quality/shadows/filter_mode.mobile>` 0
:ref:`bool<class_bool>` :ref:`rendering/quality/ssao/half_size<class_ProjectSettings_property_rendering/quality/ssao/half_size>` false
:ref:`int<class_int>` :ref:`rendering/quality/ssao/quality<class_ProjectSettings_property_rendering/quality/ssao/quality>` 1
:ref:`int<class_int>` :ref:`rendering/threads/thread_model<class_ProjectSettings_property_rendering/threads/thread_model>` 1
:ref:`bool<class_bool>` :ref:`rendering/vram_compression/import_bptc<class_ProjectSettings_property_rendering/vram_compression/import_bptc>` false
:ref:`bool<class_bool>` :ref:`rendering/vram_compression/import_etc<class_ProjectSettings_property_rendering/vram_compression/import_etc>` false
:ref:`bool<class_bool>` :ref:`rendering/vram_compression/import_etc2<class_ProjectSettings_property_rendering/vram_compression/import_etc2>` true
:ref:`bool<class_bool>` :ref:`rendering/vram_compression/import_pvrtc<class_ProjectSettings_property_rendering/vram_compression/import_pvrtc>` false
:ref:`bool<class_bool>` :ref:`rendering/vram_compression/import_s3tc<class_ProjectSettings_property_rendering/vram_compression/import_s3tc>` true
:ref:`int<class_int>` :ref:`rendering/vulkan/descriptor_pools/max_descriptors_per_pool<class_ProjectSettings_property_rendering/vulkan/descriptor_pools/max_descriptors_per_pool>` 64
:ref:`int<class_int>` :ref:`rendering/vulkan/staging_buffer/block_size_kb<class_ProjectSettings_property_rendering/vulkan/staging_buffer/block_size_kb>` 256
:ref:`int<class_int>` :ref:`rendering/vulkan/staging_buffer/max_size_mb<class_ProjectSettings_property_rendering/vulkan/staging_buffer/max_size_mb>` 128
:ref:`int<class_int>` :ref:`rendering/vulkan/staging_buffer/texture_upload_region_size_px<class_ProjectSettings_property_rendering/vulkan/staging_buffer/texture_upload_region_size_px>` 64

Methods

void :ref:`add_property_info<class_ProjectSettings_method_add_property_info>` ( :ref:`Dictionary<class_Dictionary>` hint )
void :ref:`clear<class_ProjectSettings_method_clear>` ( :ref:`String<class_String>` name )
:ref:`int<class_int>` :ref:`get_order<class_ProjectSettings_method_get_order>` ( :ref:`String<class_String>` name ) const
:ref:`Variant<class_Variant>` :ref:`get_setting<class_ProjectSettings_method_get_setting>` ( :ref:`String<class_String>` name ) const
:ref:`String<class_String>` :ref:`globalize_path<class_ProjectSettings_method_globalize_path>` ( :ref:`String<class_String>` path ) const
:ref:`bool<class_bool>` :ref:`has_setting<class_ProjectSettings_method_has_setting>` ( :ref:`String<class_String>` name ) const
:ref:`bool<class_bool>` :ref:`load_resource_pack<class_ProjectSettings_method_load_resource_pack>` ( :ref:`String<class_String>` pack, :ref:`bool<class_bool>` replace_files=true )
:ref:`String<class_String>` :ref:`localize_path<class_ProjectSettings_method_localize_path>` ( :ref:`String<class_String>` path ) const
:ref:`bool<class_bool>` :ref:`property_can_revert<class_ProjectSettings_method_property_can_revert>` ( :ref:`String<class_String>` name )
:ref:`Variant<class_Variant>` :ref:`property_get_revert<class_ProjectSettings_method_property_get_revert>` ( :ref:`String<class_String>` name )
:ref:`Error<enum_@GlobalScope_Error>` :ref:`save<class_ProjectSettings_method_save>` ( )
:ref:`Error<enum_@GlobalScope_Error>` :ref:`save_custom<class_ProjectSettings_method_save_custom>` ( :ref:`String<class_String>` file )
void :ref:`set_initial_value<class_ProjectSettings_method_set_initial_value>` ( :ref:`String<class_String>` name, :ref:`Variant<class_Variant>` value )
void :ref:`set_order<class_ProjectSettings_method_set_order>` ( :ref:`String<class_String>` name, :ref:`int<class_int>` position )
void :ref:`set_setting<class_ProjectSettings_method_set_setting>` ( :ref:`String<class_String>` name, :ref:`Variant<class_Variant>` value )

Property Descriptions

Default Color( 0.14, 0.14, 0.14, 1 )

Background color for the boot splash.


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.


Default ""

Path to an image used as the boot splash.


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).


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.


Default ""

The project's description, displayed as a tooltip in the Project Manager when hovering the project.


Default ""

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


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>`.


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.


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).


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).


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>`.


Default false

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


Default false

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


Default 0

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


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.


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.


Default ""

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


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.


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.


Default "res://default_bus_layout.tres"

Default :ref:`AudioBusLayout<class_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.


Default false

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


Default 44100

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


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.


Default 0

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


Default -1

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


Default -1

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


Default 3

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


Default false

Enables long-distance matching in Zstandard.


Default 27

Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard.


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.


Default true

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


Default true

If true, enables warnings when deprecated keywords are used.


Default true

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


Default true

If true, scripts in the res://addons folder will not generate warnings.


Default true

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


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.


Default true

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


Default true

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


Default true

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


Default true

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


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).


Default true

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


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.


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).


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.


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.


Default false

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


Default true

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


Default true

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


Default true

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


Default false

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


Default false

If true, enables warnings when performing an unsafe cast.


Default false

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


Default false

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


Default true

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


Default false

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


Default true

If true, enables warnings when a signal is unused.


Default true

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


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.


Default true

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


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.


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.


Default 1024

Maximum call stack allowed for debugging GDScript.


Default 16384

Maximum amount of functions per frame allowed when profiling.


Default false

Print frames per second to standard output every second.


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.


Default 1024

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


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.


Default 10000

Maximum number of contact points between collision shapes to display when "Visible Collision Shapes" is enabled in the Debug menu.


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.


Default ""

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


Default Vector2( 0, 0 )

Hotspot for the custom mouse cursor image.


Default Vector2( 10, 10 )

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


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.


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.


Default "landscape"

Default orientation on mobile devices.


Default true

If true, the home indicator is hidden automatically. This only affects iOS devices without a physical home button.


Default false

If true, allows per-pixel transparency in a desktop window. This affects performance, so leave it on false unless you need it.


Default false

Sets the window background to transparent when it starts.


Default false

Force the window to be always on top.


Default false

Force the window to be borderless.


Default false

Sets the window to full screen when it starts.


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.


Default true

Allows the window to be resizable by default.


Default 0

If greater than zero, overrides the window height when running the game. Useful for testing stretch modes.


Default 0

If greater than zero, overrides the window width when running the game. Useful for testing stretch modes.


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.


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).


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.


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.


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.


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.


Default false

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


Default ""

Path to a custom :ref:`Theme<class_Theme>` resource file to use for the project (theme or generic tres/res extension).


Default ""

Path to a custom :ref:`Font<class_Font>` resource to use as default for all GUI elements of the project.


Default false

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


Default 2000

Timer setting for incremental search in :ref:`Tree<class_Tree>`, :ref:`ItemList<class_ItemList>`, etc. controls (in milliseconds).


Default 3

Timer for detecting idle in :ref:`TextEdit<class_TextEdit>` (in seconds).


Default 0.5

Default delay for tooltips (in seconds).


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


Default true

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


Default false

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


Default ""

Optional name for the 2D physics layer 1.


Default ""

Optional name for the 2D physics layer 10.


Default ""

Optional name for the 2D physics layer 11.


Default ""

Optional name for the 2D physics layer 12.


Default ""

Optional name for the 2D physics layer 13.


Default ""

Optional name for the 2D physics layer 14.


Default ""

Optional name for the 2D physics layer 15.


Default ""

Optional name for the 2D physics layer 16.


Default ""

Optional name for the 2D physics layer 17.


Default ""

Optional name for the 2D physics layer 18.


Default ""

Optional name for the 2D physics layer 19.


Default ""

Optional name for the 2D physics layer 2.


Default ""

Optional name for the 2D physics layer 20.


Default ""

Optional name for the 2D physics layer 3.


Default ""

Optional name for the 2D physics layer 4.


Default ""

Optional name for the 2D physics layer 5.


Default ""

Optional name for the 2D physics layer 6.


Default ""

Optional name for the 2D physics layer 7.


Default ""

Optional name for the 2D physics layer 8.


Default ""

Optional name for the 2D physics layer 9.


Default ""

Optional name for the 2D render layer 1.


Default ""

Optional name for the 2D render layer 10.


Default ""

Optional name for the 2D render layer 11.


Default ""

Optional name for the 2D render layer 12.


Default ""

Optional name for the 2D render layer 13.


Default ""

Optional name for the 2D render layer 14.


Default ""

Optional name for the 2D render layer 15.


Default ""

Optional name for the 2D render layer 16.


Default ""

Optional name for the 2D render layer 17.


Default ""

Optional name for the 2D render layer 18.


Default ""

Optional name for the 2D render layer 19.


Default ""

Optional name for the 2D render layer 2.


Default ""

Optional name for the 2D render layer 20.


Default ""

Optional name for the 2D render layer 3.


Default ""

Optional name for the 2D render layer 4.


Default ""

Optional name for the 2D render layer 5.


Default ""

Optional name for the 2D render layer 6.


Default ""

Optional name for the 2D render layer 7.


Default ""

Optional name for the 2D render layer 8.


Default ""

Optional name for the 2D render layer 9.


Default ""

Optional name for the 3D physics layer 1.


Default ""

Optional name for the 3D physics layer 10.


Default ""

Optional name for the 3D physics layer 11.


Default ""

Optional name for the 3D physics layer 12.


Default ""

Optional name for the 3D physics layer 13.


Default ""

Optional name for the 3D physics layer 14.


Default ""

Optional name for the 3D physics layer 15.


Default ""

Optional name for the 3D physics layer 16.


Default ""

Optional name for the 3D physics layer 17.


Default ""

Optional name for the 3D physics layer 18.


Default ""

Optional name for the 3D physics layer 19.


Default ""

Optional name for the 3D physics layer 2.


Default ""

Optional name for the 3D physics layer 20.


Default ""

Optional name for the 3D physics layer 3.


Default ""

Optional name for the 3D physics layer 4.


Default ""

Optional name for the 3D physics layer 5.


Default ""

Optional name for the 3D physics layer 6.


Default ""

Optional name for the 3D physics layer 7.


Default ""

Optional name for the 3D physics layer 8.


Default ""

Optional name for the 3D physics layer 9.


Default ""

Optional name for the 3D render layer 1.


Default ""

Optional name for the 3D render layer 10.


Default ""

Optional name for the 3D render layer 11.


Default ""

Optional name for the 3D render layer 12.


Default ""

Optional name for the 3D render layer 13.


Default ""

Optional name for the 3D render layer 14


Default ""

Optional name for the 3D render layer 15.


Default ""

Optional name for the 3D render layer 16.


Default ""

Optional name for the 3D render layer 17.


Default ""

Optional name for the 3D render layer 18.


Default ""

Optional name for the 3D render layer 19.


Default ""

Optional name for the 3D render layer 2.


Default ""

Optional name for the 3D render layer 20.


Default ""

Optional name for the 3D render layer 3.


Default ""

Optional name for the 3D render layer 4.


Default ""

Optional name for the 3D render layer 5.


Default ""

Optional name for the 3D render layer 6.


Default ""

Optional name for the 3D render layer 7.


Default ""

Optional name for the 3D render layer 8.


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.


Default false

If true, logs all output to files.


Default "user://logs/log.txt"

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


Default 10

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


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.


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.


Default 23685

Default false

Default 3000

Default "log:calls,alloc,sample,output=output.mlpd"

Default false

Default 0

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.


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.


Default 2048

Maximum amount of messages in the debugger queue. Over this value, content is dropped. This helps to limit the debugger memory usage.


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.


Default 16

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


Default 30

Timeout (in seconds) for connection attempts using TCP.


Default 64

Maximum size (in kiB) for the :ref:`WebRTCDataChannel<class_WebRTCDataChannel>` input buffer.


Default 64

Maximum size (in kiB) for the :ref:`WebSocketClient<class_WebSocketClient>` input buffer.


Default 1024

Maximum number of concurrent input packets for :ref:`WebSocketClient<class_WebSocketClient>`.


Default 64

Maximum size (in kiB) for the :ref:`WebSocketClient<class_WebSocketClient>` output buffer.


Default 1024

Maximum number of concurrent output packets for :ref:`WebSocketClient<class_WebSocketClient>`.


Default 64

Maximum size (in kiB) for the :ref:`WebSocketServer<class_WebSocketServer>` input buffer.


Default 1024

Maximum number of concurrent input packets for :ref:`WebSocketServer<class_WebSocketServer>`.


Default 64

Maximum size (in kiB) for the :ref:`WebSocketServer<class_WebSocketServer>` output buffer.


Default 1024

Maximum number of concurrent output packets for :ref:`WebSocketServer<class_WebSocketServer>`.


Default 4

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


Default 65536

Page size used by remote filesystem (in bytes).


Default ""

CA certificates bundle to use for SSL connections. If not defined, Godot's internal CA certificates are used.


Default 0

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


Default 0

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


Default 4096

Size of the hash table used for the broad-phase 2D hash grid algorithm.


Default 128

Cell size used for the broad-phase 2D hash grid algorithm.


Default 1.0

The default angular damp in 2D.


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)

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))

Default 0.1

The default linear damp in 2D.


Default 512

Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm.


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.


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>`.


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>`.


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.


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>`.


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.


Default 0.1

The default angular damp in 3D.


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)

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))

Default 0.1

The default linear damp in 3D.


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.


Default true

Enables :ref:`Viewport.physics_object_picking<class_Viewport_property_physics_object_picking>` on the root viewport.


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.


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.


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>`.


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.


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.


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.


Default false

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


Default "PowerVR,Mali,Adreno,Apple"

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


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.


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.


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.


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.


Default 2

Default 1

Default false

Default 4

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.


Default 0

Default 1.0

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.


Default false

Default 1

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>`.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


Default false

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


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.


Default false

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


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.


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.


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.


Default 1

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


Default 2

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


Default 3

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


Default 4

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


Default 4096

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


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.


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.


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.


Default false

Default 1

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.


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.


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.


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.


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.


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.


Default 64

Default 256

Default 128

Default 64

Method Descriptions

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

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)

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


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


Returns the value of a setting.

Example:

print(ProjectSettings.get_setting("application/config/name"))

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


Returns true if a configuration value is present.


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

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


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


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


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


Saves the configuration to the project.godot file.


Saves the configuration to a custom file.


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


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


Sets the value of a setting.

Example:

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