ProjectSettings

    Contains global variables accessible from everywhere.

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

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

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

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

    Tutorials

    Methods

    void

    add_property_info ( hint )

    void

    clear ( name )

    int

    ( String name ) const

    get_setting ( name ) const

    String

    ( String path ) const

    has_setting ( name ) const

    bool

    ( String pack, replace_files=true, int offset=0 )

    localize_path ( path ) const

    bool

    ( String name )

    property_get_revert ( name )

    Error

    ( )

    Error

    ( String file )

    void

    ( String name, value )

    void

    set_order ( name, int position )

    void

    ( String name, value )

    • project_settings_changed ( )

    Objects can use this signal to restrict reading of settings only to situations where a change has been made.

    Property Descriptions

    Default

    “”

    Comma-separated list of custom Android modules (which must have been built in the Android export templates) using their Java package path, e.g. "org/godotengine/godot/MyCustomSingleton,com/example/foo/FrenchFriesFactory".

    Note: Since Godot 3.2.2, the org/godotengine/godot/GodotPaymentV3 module was deprecated and replaced by the GodotPayment plugin which should be enabled in the Android export preset under Plugins section. The singleton to access in code was also renamed to GodotPayment.


    • application/boot_splash/bg_color

    Default

    Color( 0.14, 0.14, 0.14, 1 )

    Background color for the boot splash.


    • bool application/boot_splash/fullsize

    Default

    true

    If true, scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If false, the engine will leave it at the default pixel size.


    • application/boot_splash/image

    Default

    “”

    Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead.

    Note: Only effective if application/boot_splash/show_image is true.


    • application/boot_splash/show_image

    Default

    true

    If true, displays the image specified in application/boot_splash/image when the engine starts. If false, only displays the plain color specified in .


    • 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).


    • application/config/custom_user_dir_name

    Default

    “”

    This user directory is used for storing persistent data (user:// filesystem). If left empty, user:// resolves to a project-specific folder in Godot’s own configuration folder (see OS.get_user_data_dir). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in ).

    The application/config/use_custom_user_dir setting must be enabled for this to take effect.


    • application/config/description

    Default

    “”

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


    • String application/config/icon

    Default

    “”

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


    • application/config/macos_native_icon

    Default

    “”

    Icon set in .icns format used on macOS to set the game’s icon. This is done automatically on start by calling OS.set_native_icon.


    • application/config/name

    Default

    “”

    The project’s name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.

    Note: Changing this value will also change the user data folder’s path if application/config/use_custom_user_dir is false. After renaming the project, you will no longer be able to access existing data in user:// unless you rename the old folder to match the new project name. See in the documentation for more information.


    • String application/config/project_settings_override

    Default

    “”

    Specifies a file to override project settings. For example: user://custom_settings.cfg. See “Overriding” in the ProjectSettings class description at the top for more information.

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


    • application/config/use_custom_user_dir

    Default

    false

    If true, the project will save user data to its own user directory (see application/config/custom_user_dir_name). This setting is only effective on desktop platforms. A name must be set in the setting for this to take effect. If false, the project will save user data to (OS user data directory)/Godot/app_userdata/(project name).


    • bool application/config/use_hidden_project_data_directory

    Default

    true

    If true, the project will use a hidden directory (.import) for storing project-specific data (metadata, shader cache, etc.).

    If false, a non-hidden directory (import) will be used instead.

    Note: Restart the application after changing this setting.

    Note: Changing this value can help on platforms or with third-party tools where hidden directory patterns are disallowed. Only modify this setting if you know that your environment requires it, as changing the default can impact compatibility with some external tools or plugins which expect the default .import folder.


    • application/config/windows_native_icon

    Default

    “”

    Icon set in .ico format used on Windows to set the game’s icon. This is done automatically on start by calling OS.set_native_icon.


    • application/run/delta_smoothing

    Default

    true

    Time samples for frame deltas are subject to random variation introduced by the platform, even when frames are displayed at regular intervals thanks to V-Sync. This can lead to jitter. Delta smoothing can often give a better result by filtering the input deltas to correct for minor fluctuations from the refresh rate.

    Note: Delta smoothing is only attempted when display/window/vsync/use_vsync is switched on, as it does not work well without V-Sync.

    It may take several seconds at a stable frame rate before the smoothing is initially activated. It will only be active on machines where performance is adequate to render frames at the refresh rate.


    • application/run/delta_sync_after_draw

    Default

    false

    Experimental. Shifts the measurement of delta time for each frame to just after the drawing has taken place. This may lead to more consistent deltas and a reduction in frame stutters.


    • bool application/run/disable_stderr

    Default

    false

    If true, disables printing to standard error. If true, this also hides error and warning messages printed by and @GDScript.push_warning. See also .

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


    • bool application/run/disable_stdout

    Default

    false

    If true, disables printing to standard output. This is equivalent to starting the editor or project with the --quiet command line argument. See also .

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


    • bool application/run/flush_stdout_on_print

    Default

    false

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

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

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

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


    • application/run/flush_stdout_on_print.debug

    Default

    true

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

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


    • application/run/frame_delay_msec

    Default

    0

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


    • bool application/run/low_processor_mode

    Default

    false

    If true, enables low-processor usage mode. This setting only works on desktop platforms. The screen is not redrawn if nothing changes visually. This is meant for writing applications and editors, but is pretty useless (and can hurt performance) in most games.


    • application/run/low_processor_mode_sleep_usec

    Default

    6900

    Amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.


    • String application/run/main_scene

    Default

    “”

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


    • audio/channel_disable_threshold_db

    Default

    -60.0

    Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.


    • float audio/channel_disable_time

    Default

    2.0

    Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.


    • audio/default_bus_layout

    Default

    “res://default_bus_layout.tres”

    Default AudioBusLayout resource file to use in the project, unless overridden by the scene.


    • audio/driver

    Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.


    • bool audio/enable_audio_input

    Default

    false

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


    • audio/mix_rate

    Default

    44100

    The mixing rate used for audio (in Hz). In general, it’s better to not touch this and leave it to the host operating system.


    • int audio/mix_rate.web

    Default

    0

    Safer override for in the Web platform. Here 0 means “let the browser choose” (since some browsers do not like forcing the mix rate).


    • int audio/output_latency

    Default

    15

    Specifies the preferred 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.

    Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use to determine the actual audio output latency.

    Note: This setting is ignored on Windows.


    • int audio/output_latency.web

    Default

    50

    Safer override for in the Web platform, to avoid audio issues especially on mobile devices.


    • int audio/video_delay_compensation_ms

    Default

    0

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


    • compression/formats/gzip/compression_level

    Default

    -1

    The default compression level for gzip. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. -1 uses the default gzip compression level, which is identical to 6 but could change in the future due to underlying zlib updates.


    • int compression/formats/zlib/compression_level

    Default

    -1

    The default compression level for Zlib. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. -1 uses the default gzip compression level, which is identical to 6 but could change in the future due to underlying zlib updates.


    • compression/formats/zstd/compression_level

    Default

    3

    The default compression level for Zstandard. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level.


    • bool compression/formats/zstd/long_distance_matching

    Default

    false

    Enables in Zstandard.


    • int compression/formats/zstd/window_log_size

    Default

    27

    Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.


    • debug/gdscript/completion/autocomplete_setters_and_getters

    Default

    false

    If true, displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards.


    • bool debug/gdscript/warnings/constant_used_as_function

    Default

    true

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


    • debug/gdscript/warnings/deprecated_keyword

    Default

    true

    If true, enables warnings when deprecated keywords such as slave are used.


    • bool debug/gdscript/warnings/enable

    Default

    true

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


    • debug/gdscript/warnings/exclude_addons

    Default

    true

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


    • bool debug/gdscript/warnings/export_hint_type_mistmatch

    Default

    true

    If true, enables warnings when the type of the default value set to an exported variable is different than the specified export type.


    • debug/gdscript/warnings/function_conflicts_constant

    Default

    true

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


    • bool debug/gdscript/warnings/function_conflicts_variable

    Default

    true

    If true, enables warnings when a function is declared with the same name as a variable. This will turn into an error in a future version when first-class functions become supported in GDScript.


    • debug/gdscript/warnings/function_may_yield

    Default

    true

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


    • bool debug/gdscript/warnings/function_used_as_property

    Default

    true

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


    • debug/gdscript/warnings/incompatible_ternary

    Default

    true

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


    • bool debug/gdscript/warnings/integer_division

    Default

    true

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


    • debug/gdscript/warnings/narrowing_conversion

    Default

    true

    If true, enables warnings when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).


    • bool debug/gdscript/warnings/property_used_as_function

    Default

    true

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


    • debug/gdscript/warnings/return_value_discarded

    Default

    true

    If true, enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the Error enum.


    • debug/gdscript/warnings/shadowed_variable

    Default

    true

    If true, enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable).


    • bool debug/gdscript/warnings/standalone_expression

    Default

    true

    If true, enables warnings when calling an expression that has no effect on the surrounding code, such as writing 2 + 2 as a statement.


    • debug/gdscript/warnings/standalone_ternary

    Default

    true

    If true, enables warnings when calling a ternary expression that has no effect on the surrounding code, such as writing 42 if active else 0 as a statement.


    • bool debug/gdscript/warnings/treat_warnings_as_errors

    Default

    false

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


    • debug/gdscript/warnings/unassigned_variable

    Default

    true

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


    • bool debug/gdscript/warnings/unassigned_variable_op_assign

    Default

    true

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


    • debug/gdscript/warnings/unreachable_code

    Default

    true

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


    • bool debug/gdscript/warnings/unsafe_call_argument

    Default

    false

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


    • debug/gdscript/warnings/unsafe_cast

    Default

    false

    If true, enables warnings when performing an unsafe cast.


    • bool debug/gdscript/warnings/unsafe_method_access

    Default

    false

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


    • debug/gdscript/warnings/unsafe_property_access

    Default

    false

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


    • bool debug/gdscript/warnings/unused_argument

    Default

    true

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


    • debug/gdscript/warnings/unused_class_variable

    Default

    false

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


    • bool debug/gdscript/warnings/unused_signal

    Default

    true

    If true, enables warnings when a signal is unused.


    • debug/gdscript/warnings/unused_variable

    Default

    true

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


    • bool debug/gdscript/warnings/variable_conflicts_function

    Default

    true

    If true, enables warnings when a variable is declared with the same name as a function. This will turn into an error in a future version when first-class functions become supported in GDScript.


    • debug/gdscript/warnings/void_assignment

    Default

    true

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


    • String debug/settings/crash_handler/message

    Default

    “Please include this when reporting the bug to the project developer.”

    Message to be displayed before the backtrace when the engine crashes. By default, this message is only used in exported projects due to the editor-only override applied to this setting.


    • debug/settings/crash_handler/message.editor

    Default

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

    Editor-only override for . Does not affect exported projects in debug or release mode.


    • 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. See also .

    If display/window/vsync/use_vsync is enabled, it takes precedence and the forced FPS number cannot exceed the monitor’s refresh rate.

    This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions.

    Note: This property is only read when the project starts. To change the rendering FPS cap at runtime, set instead.


    • int debug/settings/gdscript/max_call_stack

    Default

    1024

    Maximum call stack allowed for debugging GDScript.


    • debug/settings/physics_interpolation/enable_warnings

    Default

    true

    If true, enables warnings which can help pinpoint where nodes are being incorrectly updated, which will result in incorrect interpolation and visual glitches.

    When a node is being interpolated, it is essential that the transform is set during Node._physics_process (during a physics tick) rather than (during a frame).


    • int debug/settings/profiler/max_functions

    Default

    16384

    Maximum amount of functions per frame allowed when profiling.


    • debug/settings/stdout/print_fps

    Default

    false

    Print frames per second to standard output every second.


    • bool debug/settings/stdout/verbose_stdout

    Default

    false

    Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc.


    • debug/settings/visual_script/max_call_stack

    Default

    1024

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


    • Color debug/shapes/collision/contact_color

    Default

    Color( 1, 0.2, 0.1, 0.8 )

    Color of the contact points between collision shapes, visible when “Visible Collision Shapes” is enabled in the Debug menu.


    • debug/shapes/collision/draw_2d_outlines

    Default

    true

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


    • int debug/shapes/collision/max_contacts_displayed

    Default

    10000

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


    • debug/shapes/collision/shape_color

    Default

    Color( 0, 0.6, 0.7, 0.42 )

    Color of the collision shapes, visible when “Visible Collision Shapes” is enabled in the Debug menu.


    • Color debug/shapes/navigation/disabled_geometry_color

    Default

    Color( 1, 0.7, 0.1, 0.4 )

    Color of the disabled navigation geometry, visible when “Visible Navigation” is enabled in the Debug menu.


    • debug/shapes/navigation/geometry_color

    Default

    Color( 0.1, 1, 0.7, 0.4 )

    Color of the navigation geometry, visible when “Visible Navigation” is enabled in the Debug menu.


    • String display/mouse_cursor/custom_image

    Default

    “”

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


    • display/mouse_cursor/custom_image_hotspot

    Default

    Vector2( 0, 0 )

    Hotspot for the custom mouse cursor image.


    • Vector2 display/mouse_cursor/tooltip_position_offset

    Default

    Vector2( 10, 10 )

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


    • display/window/dpi/allow_hidpi

    Default

    false

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


    • bool display/window/energy_saving/keep_screen_on

    Default

    true

    If true, keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.


    • display/window/handheld/orientation

    Default

    “landscape”

    The default screen orientation to use on mobile devices.

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


    • bool display/window/ios/hide_home_indicator

    Default

    true

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


    • display/window/per_pixel_transparency/allowed

    Default

    false

    If true, allows per-pixel transparency for the window background. This affects performance, so leave it on false unless you need it.

    See OS.window_per_pixel_transparency_enabled for more details.

    Note: This feature is implemented on HTML5, Linux, macOS, Windows, and Android.


    • display/window/per_pixel_transparency/enabled

    Default

    false

    Sets the window background to transparent when it starts.

    See OS.window_per_pixel_transparency_enabled for more details.

    Note: This feature is implemented on HTML5, Linux, macOS, Windows, and Android.


    • display/window/size/always_on_top

    Default

    false

    Forces the main window to be always on top.

    Note: This setting is ignored on iOS, Android, and HTML5.


    • bool display/window/size/borderless

    Default

    false

    Forces the main window to be borderless.

    Note: This setting is ignored on iOS, Android, and HTML5.


    • display/window/size/fullscreen

    Default

    false

    Sets the main window to full screen when the project starts. Note that this is not exclusive fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.

    Regardless of the platform, enabling fullscreen will change the window size to match the monitor’s size. Therefore, make sure your project supports multiple resolutions when enabling fullscreen mode.

    Note: This setting is ignored on iOS, Android, and HTML5.


    • display/window/size/height

    Default

    600

    Sets the game’s main viewport height. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.


    • bool display/window/size/resizable

    Default

    true

    Allows the window to be resizable by default.

    Note: This setting is ignored on iOS.


    • display/window/size/test_height

    Default

    0

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


    • int display/window/size/test_width

    Default

    0

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


    • display/window/size/width

    Default

    1024

    Sets the game’s main viewport width. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.


    • String display/window/tablet_driver

    Specifies the tablet driver to use. If left empty, the default driver will be used.


    • display/window/vsync/use_vsync

    Default

    true

    If true, enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If false, vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5).


    • bool display/window/vsync/vsync_via_compositor

    Default

    false

    If Use Vsync is enabled and this setting is true, enables vertical synchronization via the operating system’s window compositor when in windowed mode and the compositor is enabled. This will prevent stutter in certain situations. (Windows only.)

    Note: This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.


    • editor/main_run_args

    Default

    “”

    The command-line arguments to append to Godot’s own command line when running the project. This doesn’t affect the editor itself.

    It is possible to make another executable run Godot by using the %command% placeholder. The placeholder will be replaced with Godot’s own command line. Program-specific arguments should be placed before the placeholder, whereas Godot-specific arguments should be placed after the placeholder.

    For example, this can be used to force the project to run on the dedicated GPU in a NVIDIA Optimus system on Linux:


    • int editor/scene_naming

    Default

    0

    Default naming style for scene files to infer from their root nodes. Possible options are:

    • 0 (Auto): Uses the scene root name as is without changing its casing.

    • 1 (PascalCase): Converts the scene root name to PascalCase casing.

    • 2 (snake_case): Converts the scene root name to snake_case casing.


    • editor/script_templates_search_path

    Default

    “res://script_templates”

    Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.


    Default

    PoolStringArray( “gd”, “gdshader”, “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.


    • editor/version_control_autoload_on_startup

    Default

    false

    Load the previously opened VCS plugin when the editor starts up. This is set to true whenever a new VCS plugin is initialized.


    • String editor/version_control_plugin_name

    Default

    “”

    Last loaded VCS plugin name. Used to autoload the plugin when the editor starts up.


    • gui/common/default_scroll_deadzone

    Default

    0

    Default value for ScrollContainer.scroll_deadzone, which will be used for all s unless overridden.


    • bool gui/common/drop_mouse_on_gui_input_disabled

    Default

    false

    If enabled, the moment is set to false to disable GUI input in a viewport, current mouse over and mouse focus will be dropped.

    That behavior helps to keep a robust GUI state, with no surprises when input is resumed regardless what has happened in the meantime.

    If disabled, the legacy behavior is used, which consists in just not doing anything besides the GUI input disable itself.

    Note: This is set to true by default for new projects and is the recommended setting.


    • bool gui/common/swap_ok_cancel

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


    • gui/common/text_edit_undo_stack_max_size

    Default

    1024


    Default

    “”

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


    Default

    “”

    Path to a custom resource to use as default for all GUI elements of the project.


    • bool gui/theme/use_hidpi

    Default

    false

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


    • gui/timers/incremental_search_max_interval_msec

    Default

    2000

    Timer setting for incremental search in Tree, , etc. controls (in milliseconds).


    • float gui/timers/text_edit_idle_detect_sec

    Default

    3

    Timer for detecting idle in (in seconds).


    • float gui/timers/tooltip_delay_sec

    Default

    0.5

    Default delay for tooltips (in seconds).


    • input/ui_accept

    Default InputEventAction to confirm a focused button, menu or list item, or validate input.

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several s. The events assigned to the action can however be modified.


    Default to discard a modal or pending input.

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.


    • input/ui_down

    Default InputEventAction to move down in the UI.

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several s. The events assigned to the action can however be modified.


    Default to go to the end position of a Control (e.g. last item in an or a Tree), matching the behavior of on typical desktop UI systems.

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.


    • input/ui_focus_next

    Default InputEventAction to focus the next in the scene. The focus behavior can be configured via Control.focus_next.

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several s. The events assigned to the action can however be modified.


    Default to focus the previous Control in the scene. The focus behavior can be configured via .

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.


    • input/ui_home

    Default InputEventAction to go to the start position of a (e.g. first item in an ItemList or a ), matching the behavior of @GlobalScope.KEY_HOME on typical desktop UI systems.

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several s. The events assigned to the action can however be modified.


    Default to move left in the UI.

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.


    • input/ui_page_down

    Default InputEventAction to go down a page in a (e.g. in an ItemList or a ), matching the behavior of @GlobalScope.KEY_PAGEDOWN on typical desktop UI systems.

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several s. The events assigned to the action can however be modified.


    Default to go up a page in a Control (e.g. in an or a Tree), matching the behavior of on typical desktop UI systems.

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.


    • input/ui_right

    Default InputEventAction to move right in the UI.

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several s. The events assigned to the action can however be modified.


    Default to select an item in a Control (e.g. in an or a Tree).

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several s. The events assigned to the action can however be modified.


    Default to move up in the UI.

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.


    • input_devices/buffering/agile_event_flushing

    Default

    false

    If true, key/touch/joystick events will be flushed just before every idle and physics frame.

    If false, such events will be flushed only once per idle frame, between iterations of the engine.

    Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per visible (idle) frame, because they can’t run at the target frame rate.

    Note: Currently implemented only in Android.


    • bool input_devices/pointing/emulate_mouse_from_touch

    Default

    true

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


    • input_devices/pointing/emulate_touch_from_mouse

    Default

    false

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


    • float input_devices/pointing/ios/touch_delay

    Default

    0.15

    Default delay for touch events. This only affects iOS devices.


    • layer_names/2d_navigation/layer_1

    Default

    “”

    Optional name for the 2D navigation layer 1. If left empty, the layer will display as “Layer 1”.


    • String layer_names/2d_navigation/layer_10

    Default

    “”

    Optional name for the 2D navigation layer 10. If left empty, the layer will display as “Layer 10”.


    • layer_names/2d_navigation/layer_11

    Default

    “”

    Optional name for the 2D navigation layer 11. If left empty, the layer will display as “Layer 11”.


    • String layer_names/2d_navigation/layer_12

    Default

    “”

    Optional name for the 2D navigation layer 12. If left empty, the layer will display as “Layer 12”.


    • layer_names/2d_navigation/layer_13

    Default

    “”

    Optional name for the 2D navigation layer 13. If left empty, the layer will display as “Layer 13”.


    • String layer_names/2d_navigation/layer_14

    Default

    “”

    Optional name for the 2D navigation layer 14. If left empty, the layer will display as “Layer 14”.


    • layer_names/2d_navigation/layer_15

    Default

    “”

    Optional name for the 2D navigation layer 15. If left empty, the layer will display as “Layer 15”.


    • String layer_names/2d_navigation/layer_16

    Default

    “”

    Optional name for the 2D navigation layer 16. If left empty, the layer will display as “Layer 16”.


    • layer_names/2d_navigation/layer_17

    Default

    “”

    Optional name for the 2D navigation layer 17. If left empty, the layer will display as “Layer 17”.


    • String layer_names/2d_navigation/layer_18

    Default

    “”

    Optional name for the 2D navigation layer 18. If left empty, the layer will display as “Layer 18”.


    • layer_names/2d_navigation/layer_19

    Default

    “”

    Optional name for the 2D navigation layer 19. If left empty, the layer will display as “Layer 19”.


    • String layer_names/2d_navigation/layer_2

    Default

    “”

    Optional name for the 2D navigation layer 2. If left empty, the layer will display as “Layer 2”.


    • layer_names/2d_navigation/layer_20

    Default

    “”

    Optional name for the 2D navigation layer 20. If left empty, the layer will display as “Layer 20”.


    • String layer_names/2d_navigation/layer_21

    Default

    “”

    Optional name for the 2D navigation layer 21. If left empty, the layer will display as “Layer 21”.


    • layer_names/2d_navigation/layer_22

    Default

    “”

    Optional name for the 2D navigation layer 22. If left empty, the layer will display as “Layer 22”.


    • String layer_names/2d_navigation/layer_23

    Default

    “”

    Optional name for the 2D navigation layer 23. If left empty, the layer will display as “Layer 23”.


    • layer_names/2d_navigation/layer_24

    Default

    “”

    Optional name for the 2D navigation layer 24. If left empty, the layer will display as “Layer 24”.


    • String layer_names/2d_navigation/layer_25

    Default

    “”

    Optional name for the 2D navigation layer 25. If left empty, the layer will display as “Layer 25”.


    • layer_names/2d_navigation/layer_26

    Default

    “”

    Optional name for the 2D navigation layer 26. If left empty, the layer will display as “Layer 26”.


    • String layer_names/2d_navigation/layer_27

    Default

    “”

    Optional name for the 2D navigation layer 27. If left empty, the layer will display as “Layer 27”.


    • layer_names/2d_navigation/layer_28

    Default

    “”

    Optional name for the 2D navigation layer 28. If left empty, the layer will display as “Layer 28”.


    • String layer_names/2d_navigation/layer_29

    Default

    “”

    Optional name for the 2D navigation layer 29. If left empty, the layer will display as “Layer 29”.


    • layer_names/2d_navigation/layer_3

    Default

    “”

    Optional name for the 2D navigation layer 3. If left empty, the layer will display as “Layer 3”.


    • String layer_names/2d_navigation/layer_30

    Default

    “”

    Optional name for the 2D navigation layer 30. If left empty, the layer will display as “Layer 30”.


    • layer_names/2d_navigation/layer_31

    Default

    “”

    Optional name for the 2D navigation layer 31. If left empty, the layer will display as “Layer 31”.


    • String layer_names/2d_navigation/layer_32

    Default

    “”

    Optional name for the 2D navigation layer 32. If left empty, the layer will display as “Layer 32”.


    • layer_names/2d_navigation/layer_4

    Default

    “”

    Optional name for the 2D navigation layer 4. If left empty, the layer will display as “Layer 4”.


    • String layer_names/2d_navigation/layer_5

    Default

    “”

    Optional name for the 2D navigation layer 5. If left empty, the layer will display as “Layer 5”.


    • layer_names/2d_navigation/layer_6

    Default

    “”

    Optional name for the 2D navigation layer 6. If left empty, the layer will display as “Layer 6”.


    • String layer_names/2d_navigation/layer_7

    Default

    “”

    Optional name for the 2D navigation layer 7. If left empty, the layer will display as “Layer 7”.


    • layer_names/2d_navigation/layer_8

    Default

    “”

    Optional name for the 2D navigation layer 8. If left empty, the layer will display as “Layer 8”.


    • String layer_names/2d_navigation/layer_9

    Default

    “”

    Optional name for the 2D navigation layer 9. If left empty, the layer will display as “Layer 9”.


    Default

    “”

    Optional name for the 2D physics layer 1.


    • layer_names/2d_physics/layer_10

    Default

    “”

    Optional name for the 2D physics layer 10.


    • String layer_names/2d_physics/layer_11

    Default

    “”

    Optional name for the 2D physics layer 11.


    • layer_names/2d_physics/layer_12

    Optional name for the 2D physics layer 12.


    • String layer_names/2d_physics/layer_13

    Default

    “”

    Optional name for the 2D physics layer 13.


    • layer_names/2d_physics/layer_14

    Default

    “”

    Optional name for the 2D physics layer 14.


    • String layer_names/2d_physics/layer_15

    Default

    “”

    Optional name for the 2D physics layer 15.


    • layer_names/2d_physics/layer_16

    Default

    “”

    Optional name for the 2D physics layer 16.


    • String layer_names/2d_physics/layer_17

    Default

    “”

    Optional name for the 2D physics layer 17.


    • layer_names/2d_physics/layer_18

    Default

    “”

    Optional name for the 2D physics layer 18.


    • String layer_names/2d_physics/layer_19

    Default

    “”

    Optional name for the 2D physics layer 19.


    • layer_names/2d_physics/layer_2

    Default

    “”

    Optional name for the 2D physics layer 2.


    • String layer_names/2d_physics/layer_20

    Default

    “”

    Optional name for the 2D physics layer 20.


    • layer_names/2d_physics/layer_21

    Default

    “”

    Optional name for the 2D physics layer 21.


    • String layer_names/2d_physics/layer_22

    Default

    “”

    Optional name for the 2D physics layer 22.


    • layer_names/2d_physics/layer_23

    Default

    “”

    Optional name for the 2D physics layer 23.


    • String layer_names/2d_physics/layer_24

    “”

    Optional name for the 2D physics layer 24.


    • layer_names/2d_physics/layer_25

    Default

    “”

    Optional name for the 2D physics layer 25.


    • String layer_names/2d_physics/layer_26

    Default

    “”

    Optional name for the 2D physics layer 26.


    • layer_names/2d_physics/layer_27

    Default

    “”

    Optional name for the 2D physics layer 27.


    • String layer_names/2d_physics/layer_28

    Default

    “”

    Optional name for the 2D physics layer 28.


    • layer_names/2d_physics/layer_29

    Default

    “”

    Optional name for the 2D physics layer 29.


    • String layer_names/2d_physics/layer_3

    Default

    “”

    Optional name for the 2D physics layer 3.


    • layer_names/2d_physics/layer_30

    Default

    “”

    Optional name for the 2D physics layer 30.


    • String layer_names/2d_physics/layer_31

    Default

    “”

    Optional name for the 2D physics layer 31.


    • layer_names/2d_physics/layer_32

    Default

    “”

    Optional name for the 2D physics layer 32.


    • String layer_names/2d_physics/layer_4

    Default

    “”

    Optional name for the 2D physics layer 4.


    • layer_names/2d_physics/layer_5

    Default

    “”

    Optional name for the 2D physics layer 5.


    • String layer_names/2d_physics/layer_6

    Default

    “”

    Optional name for the 2D physics layer 6.


    • layer_names/2d_physics/layer_7

    Default

    “”

    Optional name for the 2D physics layer 7.


    • String layer_names/2d_physics/layer_8

    Default

    “”

    Optional name for the 2D physics layer 8.


    • layer_names/2d_physics/layer_9

    Default

    “”

    Optional name for the 2D physics layer 9.


    • String layer_names/2d_render/layer_1

    Default

    “”

    Optional name for the 2D render layer 1.


    • layer_names/2d_render/layer_10

    Default

    “”

    Optional name for the 2D render layer 10.


    • String layer_names/2d_render/layer_11

    Default

    “”

    Optional name for the 2D render layer 11.


    • layer_names/2d_render/layer_12

    Default

    “”

    Optional name for the 2D render layer 12.


    • String layer_names/2d_render/layer_13

    Default

    “”

    Optional name for the 2D render layer 13.


    • layer_names/2d_render/layer_14

    Default

    “”

    Optional name for the 2D render layer 14.


    • String layer_names/2d_render/layer_15

    Default

    “”

    Optional name for the 2D render layer 15.


    • layer_names/2d_render/layer_16

    Default

    “”

    Optional name for the 2D render layer 16.


    • String layer_names/2d_render/layer_17

    Default

    “”

    Optional name for the 2D render layer 17.


    • layer_names/2d_render/layer_18

    Default

    “”

    Optional name for the 2D render layer 18.


    • String layer_names/2d_render/layer_19

    Default

    “”

    Optional name for the 2D render layer 19.


    • layer_names/2d_render/layer_2

    Default

    “”

    Optional name for the 2D render layer 2.


    • String layer_names/2d_render/layer_20

    Default

    “”

    Optional name for the 2D render layer 20.


    • layer_names/2d_render/layer_3

    Default

    “”

    Optional name for the 2D render layer 3.


    • String layer_names/2d_render/layer_4

    Default

    “”

    Optional name for the 2D render layer 4.


    • layer_names/2d_render/layer_5

    Default

    “”

    Optional name for the 2D render layer 5.


    • String layer_names/2d_render/layer_6

    Default

    “”

    Optional name for the 2D render layer 6.


    • layer_names/2d_render/layer_7

    Default

    “”

    Optional name for the 2D render layer 7.


    • String layer_names/2d_render/layer_8

    Default

    “”

    Optional name for the 2D render layer 8.


    • layer_names/2d_render/layer_9

    Default

    “”

    Optional name for the 2D render layer 9.


    • String layer_names/3d_navigation/layer_1

    Default

    “”

    Optional name for the 3D navigation layer 1. If left empty, the layer will display as “Layer 1”.


    • layer_names/3d_navigation/layer_10

    Default

    “”

    Optional name for the 3D navigation layer 10. If left empty, the layer will display as “Layer 10”.


    • String layer_names/3d_navigation/layer_11

    Default

    “”

    Optional name for the 3D navigation layer 11. If left empty, the layer will display as “Layer 11”.


    • layer_names/3d_navigation/layer_12

    Default

    “”

    Optional name for the 3D navigation layer 12. If left empty, the layer will display as “Layer 12”.


    • String layer_names/3d_navigation/layer_13

    Default

    “”

    Optional name for the 3D navigation layer 13. If left empty, the layer will display as “Layer 13”.


    • layer_names/3d_navigation/layer_14

    Default

    “”

    Optional name for the 3D navigation layer 14. If left empty, the layer will display as “Layer 14”.


    • String layer_names/3d_navigation/layer_15

    Default

    “”

    Optional name for the 3D navigation layer 15. If left empty, the layer will display as “Layer 15”.


    • layer_names/3d_navigation/layer_16

    Default

    “”

    Optional name for the 3D navigation layer 16. If left empty, the layer will display as “Layer 16”.


    • String layer_names/3d_navigation/layer_17

    Default

    “”

    Optional name for the 3D navigation layer 17. If left empty, the layer will display as “Layer 17”.


    • layer_names/3d_navigation/layer_18

    Default

    “”

    Optional name for the 3D navigation layer 18. If left empty, the layer will display as “Layer 18”.


    • String layer_names/3d_navigation/layer_19

    Default

    “”

    Optional name for the 3D navigation layer 19. If left empty, the layer will display as “Layer 19”.


    • layer_names/3d_navigation/layer_2

    Default

    “”

    Optional name for the 3D navigation layer 2. If left empty, the layer will display as “Layer 2”.


    • String layer_names/3d_navigation/layer_20

    Default

    “”

    Optional name for the 3D navigation layer 20. If left empty, the layer will display as “Layer 20”.


    • layer_names/3d_navigation/layer_21

    Default

    “”

    Optional name for the 3D navigation layer 21. If left empty, the layer will display as “Layer 21”.


    • String layer_names/3d_navigation/layer_22

    Default

    “”

    Optional name for the 3D navigation layer 22. If left empty, the layer will display as “Layer 22”.


    • layer_names/3d_navigation/layer_23

    Default

    “”

    Optional name for the 3D navigation layer 23. If left empty, the layer will display as “Layer 23”.


    • String layer_names/3d_navigation/layer_24

    Default

    “”

    Optional name for the 3D navigation layer 24. If left empty, the layer will display as “Layer 24”.


    • layer_names/3d_navigation/layer_25

    Default

    “”

    Optional name for the 3D navigation layer 25. If left empty, the layer will display as “Layer 25”.


    • String layer_names/3d_navigation/layer_26

    Default

    “”

    Optional name for the 3D navigation layer 26. If left empty, the layer will display as “Layer 26”.


    • layer_names/3d_navigation/layer_27

    Default

    “”

    Optional name for the 3D navigation layer 27. If left empty, the layer will display as “Layer 27”.


    • String layer_names/3d_navigation/layer_28

    Default

    “”

    Optional name for the 3D navigation layer 28. If left empty, the layer will display as “Layer 28”.


    • layer_names/3d_navigation/layer_29

    Default

    “”

    Optional name for the 3D navigation layer 29. If left empty, the layer will display as “Layer 29”.


    • String layer_names/3d_navigation/layer_3

    Default

    “”

    Optional name for the 3D navigation layer 3. If left empty, the layer will display as “Layer 3”.


    • layer_names/3d_navigation/layer_30

    Default

    “”

    Optional name for the 3D navigation layer 30. If left empty, the layer will display as “Layer 30”.


    • String layer_names/3d_navigation/layer_31

    Default

    “”

    Optional name for the 3D navigation layer 31. If left empty, the layer will display as “Layer 31”.


    • layer_names/3d_navigation/layer_32

    Default

    “”

    Optional name for the 3D navigation layer 32. If left empty, the layer will display as “Layer 32”.


    • String layer_names/3d_navigation/layer_4

    Default

    Optional name for the 3D navigation layer 4. If left empty, the layer will display as “Layer 4”.


    • layer_names/3d_navigation/layer_5

    Default

    “”

    Optional name for the 3D navigation layer 5. If left empty, the layer will display as “Layer 5”.


    • String layer_names/3d_navigation/layer_6

    Default

    “”

    Optional name for the 3D navigation layer 6. If left empty, the layer will display as “Layer 6”.


    • layer_names/3d_navigation/layer_7

    Default

    “”

    Optional name for the 3D navigation layer 7. If left empty, the layer will display as “Layer 7”.


    • String layer_names/3d_navigation/layer_8

    Default

    “”

    Optional name for the 3D navigation layer 8. If left empty, the layer will display as “Layer 8”.


    • layer_names/3d_navigation/layer_9

    Default

    “”

    Optional name for the 3D navigation layer 9. If left empty, the layer will display as “Layer 9”.


    • String layer_names/3d_physics/layer_1

    Default

    “”

    Optional name for the 3D physics layer 1.


    • layer_names/3d_physics/layer_10

    Default

    “”

    Optional name for the 3D physics layer 10.


    • String layer_names/3d_physics/layer_11

    Default

    “”

    Optional name for the 3D physics layer 11.


    • layer_names/3d_physics/layer_12

    Default

    “”

    Optional name for the 3D physics layer 12.


    • String layer_names/3d_physics/layer_13

    Default

    “”

    Optional name for the 3D physics layer 13.


    • layer_names/3d_physics/layer_14

    Default

    “”

    Optional name for the 3D physics layer 14.


    • String layer_names/3d_physics/layer_15

    Default

    “”

    Optional name for the 3D physics layer 15.


    • layer_names/3d_physics/layer_16

    Default

    “”

    Optional name for the 3D physics layer 16.


    • String layer_names/3d_physics/layer_17

    Default

    “”

    Optional name for the 3D physics layer 17.


    • layer_names/3d_physics/layer_18

    Default

    “”

    Optional name for the 3D physics layer 18.


    • String layer_names/3d_physics/layer_19

    Default

    “”

    Optional name for the 3D physics layer 19.


    • layer_names/3d_physics/layer_2

    Default

    “”

    Optional name for the 3D physics layer 2.


    • String layer_names/3d_physics/layer_20

    Default

    “”

    Optional name for the 3D physics layer 20.


    • layer_names/3d_physics/layer_21

    Default

    “”

    Optional name for the 3D physics layer 21.


    • String layer_names/3d_physics/layer_22

    Default

    “”

    Optional name for the 3D physics layer 22.


    • layer_names/3d_physics/layer_23

    Default

    “”

    Optional name for the 3D physics layer 23.


    • String layer_names/3d_physics/layer_24

    Default

    “”

    Optional name for the 3D physics layer 24.


    • layer_names/3d_physics/layer_25

    Default

    “”

    Optional name for the 3D physics layer 25.


    • String layer_names/3d_physics/layer_26

    Default

    “”

    Optional name for the 3D physics layer 26.


    • layer_names/3d_physics/layer_27

    Default

    “”

    Optional name for the 3D physics layer 27.


    • String layer_names/3d_physics/layer_28

    Default

    “”

    Optional name for the 3D physics layer 28.


    • layer_names/3d_physics/layer_29

    Default

    “”

    Optional name for the 3D physics layer 29.


    • String layer_names/3d_physics/layer_3

    Default

    “”

    Optional name for the 3D physics layer 3.


    • layer_names/3d_physics/layer_30

    Default

    “”

    Optional name for the 3D physics layer 30.


    • String layer_names/3d_physics/layer_31

    Default

    “”

    Optional name for the 3D physics layer 31.


    • layer_names/3d_physics/layer_32

    Default

    “”

    Optional name for the 3D physics layer 32.


    • String layer_names/3d_physics/layer_4

    Default

    “”

    Optional name for the 3D physics layer 4.


    • layer_names/3d_physics/layer_5

    Default

    “”

    Optional name for the 3D physics layer 5.


    • String layer_names/3d_physics/layer_6

    Default

    “”

    Optional name for the 3D physics layer 6.


    • layer_names/3d_physics/layer_7

    Default

    “”

    Optional name for the 3D physics layer 7.


    • String layer_names/3d_physics/layer_8

    Default

    “”

    Optional name for the 3D physics layer 8.


    • layer_names/3d_physics/layer_9

    Default

    “”

    Optional name for the 3D physics layer 9.


    • String layer_names/3d_render/layer_1

    Default

    “”

    Optional name for the 3D render layer 1.


    • layer_names/3d_render/layer_10

    Default

    “”

    Optional name for the 3D render layer 10.


    • String layer_names/3d_render/layer_11

    Default

    “”

    Optional name for the 3D render layer 11.


    • layer_names/3d_render/layer_12

    Default

    “”

    Optional name for the 3D render layer 12.


    • String layer_names/3d_render/layer_13

    Default

    “”

    Optional name for the 3D render layer 13.


    • layer_names/3d_render/layer_14

    Default

    “”

    Optional name for the 3D render layer 14.


    • String layer_names/3d_render/layer_15

    Default

    “”

    Optional name for the 3D render layer 15.


    • layer_names/3d_render/layer_16

    Default

    “”

    Optional name for the 3D render layer 16.


    • String layer_names/3d_render/layer_17

    Default

    “”

    Optional name for the 3D render layer 17.


    • layer_names/3d_render/layer_18

    Default

    “”

    Optional name for the 3D render layer 18.


    • String layer_names/3d_render/layer_19

    Default

    “”

    Optional name for the 3D render layer 19.


    • layer_names/3d_render/layer_2

    Default

    “”

    Optional name for the 3D render layer 2.


    • String layer_names/3d_render/layer_20

    Default

    “”

    Optional name for the 3D render layer 20.


    • layer_names/3d_render/layer_3

    Default

    “”

    Optional name for the 3D render layer 3.


    • String layer_names/3d_render/layer_4

    Default

    “”

    Optional name for the 3D render layer 4.


    • layer_names/3d_render/layer_5

    Default

    “”

    Optional name for the 3D render layer 5.


    • String layer_names/3d_render/layer_6

    Default

    “”

    Optional name for the 3D render layer 6.


    • layer_names/3d_render/layer_7

    Default

    “”

    Optional name for the 3D render layer 7.


    • String layer_names/3d_render/layer_8

    Default

    “”

    Optional name for the 3D render layer 8.


    • layer_names/3d_render/layer_9

    Default

    “”

    Optional name for the 3D render layer 9.


    Default

    “en”

    The locale to fall back to if a translation isn’t available in a given language. If left empty, en (English) will be used.


    • locale/test

    Default

    “”

    If non-empty, this locale will be used when running the project from the editor.


    • bool logging/file_logging/enable_file_logging

    Default

    false

    If true, logs all output to files.


    • logging/file_logging/enable_file_logging.pc

    Default

    true

    Desktop override for logging/file_logging/enable_file_logging, as log files are not readily accessible on mobile/Web platforms.


    • logging/file_logging/log_path

    Default

    “user://logs/godot.log”

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


    • int logging/file_logging/max_log_files

    Default

    5

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


    • memory/limits/command_queue/multithreading_queue_size_kb

    Default

    256


    • int memory/limits/message_queue/max_size_kb

    Default

    4096

    Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.


    • memory/limits/multithreaded_server/rid_pool_prealloc

    Default

    60

    This is used by servers when used in multi-threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number.


    • int mono/debugger_agent/port

    Default

    23685


    • mono/debugger_agent/wait_for_debugger

    Default

    false


    • int mono/debugger_agent/wait_timeout

    Default

    3000


    • mono/profiler/args

    Default

    “log:calls,alloc,sample,output=output.mlpd”


    • bool mono/profiler/enabled

    Default

    false


    • mono/runtime/unhandled_exception_policy

    Default

    0

    The policy to use for unhandled Mono (C#) exceptions. The default “Terminate Application” exits the project as soon as an unhandled exception is thrown. “Log Error” logs an error message to the console instead, and will not interrupt the project execution when an unhandled exception is thrown.

    Note: The unhandled exception policy is always set to “Log Error” in the editor, which also includes C# tool scripts running within the editor as well as editor plugin code.


    • float navigation/2d/default_cell_height

    Default

    1.0

    Default cell height for 2D navigation maps. See .

    Note: Currently not implemented.


    • float navigation/2d/default_cell_size

    Default

    1.0

    Default cell size for 2D navigation maps. See .


    • float navigation/2d/default_edge_connection_margin

    Default

    1.0

    Default edge connection margin for 2D navigation maps. See .


    • float navigation/3d/default_cell_height

    Default

    0.25

    Default cell height for 3D navigation maps. See .


    • float navigation/3d/default_cell_size

    Default

    0.25

    Default cell size for 3D navigation maps. See .


    • float navigation/3d/default_edge_connection_margin

    Default

    0.25

    Default edge connection margin for 3D navigation maps. See .


    • Vector3 navigation/3d/default_map_up

    Default

    Vector3( 0, 1, 0 )

    Default map up vector for 3D navigation maps. See .


    • int network/limits/debugger_stdout/max_chars_per_second

    Default

    2048

    Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.


    • network/limits/debugger_stdout/max_errors_per_second

    Default

    100

    Maximum number of errors allowed to be sent as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.


    • int network/limits/debugger_stdout/max_messages_per_frame

    Default

    10

    Maximum amount of messages allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.


    • network/limits/debugger_stdout/max_warnings_per_second

    Default

    100

    Maximum number of warnings allowed to be sent as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.


    • int network/limits/packet_peer_stream/max_buffer_po2

    Default

    16

    Default size of packet peer stream for deserializing Godot data (in bytes, specified as a power of two). The default value 16 is equal to 65,536 bytes. Over this size, data is dropped.


    • network/limits/tcp/connect_timeout_seconds

    Default

    30

    Timeout (in seconds) for connection attempts using TCP.


    • int network/limits/webrtc/max_channel_in_buffer_kb

    Maximum size (in kiB) for the input buffer.


    • int network/limits/websocket_client/max_in_buffer_kb

    Default

    64

    Maximum size (in kiB) for the input buffer.


    • int network/limits/websocket_client/max_in_packets

    Default

    1024

    Maximum number of concurrent input packets for .


    • int network/limits/websocket_client/max_out_buffer_kb

    Default

    64

    Maximum size (in kiB) for the output buffer.


    • int network/limits/websocket_client/max_out_packets

    Default

    1024

    Maximum number of concurrent output packets for .


    • int network/limits/websocket_server/max_in_buffer_kb

    Default

    64

    Maximum size (in kiB) for the input buffer.


    • int network/limits/websocket_server/max_in_packets

    Default

    1024

    Maximum number of concurrent input packets for .


    • int network/limits/websocket_server/max_out_buffer_kb

    Default

    64

    Maximum size (in kiB) for the output buffer.


    • int network/limits/websocket_server/max_out_packets

    Default

    1024

    Maximum number of concurrent output packets for .


    • 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.


    • network/remote_fs/page_size

    Default

    65536

    Page size used by remote filesystem (in bytes).


    • String network/ssl/certificates

    Default

    “”

    The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will override Godot’s default . If left empty, the default certificate bundle will be used.

    If in doubt, leave this setting empty.


    • int node/name_casing

    Default

    0

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


    • node/name_num_separator

    Default

    0

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


    • int physics/2d/bp_hash_table_size

    Default

    4096

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

    Note: Not used if is enabled.


    • float physics/2d/bvh_collision_margin

    Default

    1.0

    Additional expansion applied to object bounds in the 2D physics bounding volume hierarchy. This can reduce BVH processing at the cost of a slightly coarser broadphase, which can stress the physics more in some situations.

    The default value will work well in most situations. A value of 0.0 will turn this optimization off, and larger values may work better for larger, faster moving objects.

    Note: Used only if is enabled.


    • int physics/2d/cell_size

    Default

    128

    Cell size used for the broad-phase 2D hash grid algorithm (in pixels).

    Note: Not used if is enabled.


    • float physics/2d/default_angular_damp

    Default

    1.0

    The default angular damp in 2D.

    Note: Good values are in the range 0 to 1. At value 0 objects will keep moving with the same velocity. Values greater than 1 will aim to reduce the velocity to 0 in less than a second e.g. a value of 2 will aim to reduce the velocity to 0 in half a second. A value equal to or greater than the physics frame rate (, 60 by default) will bring the object to a stop in one iteration.


    • int physics/2d/default_gravity

    Default

    98

    The default gravity strength in 2D (in pixels per second squared).

    Note: This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:

    1. # Set the default gravity strength to 98.
    2. Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY, 98)

    • physics/2d/default_gravity_vector

    Default

    Vector2( 0, 1 )

    The default gravity direction in 2D.

    Note: This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:

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

    • float physics/2d/default_linear_damp

    Default

    0.1

    The default linear damp in 2D.

    Note: Good values are in the range 0 to 1. At value 0 objects will keep moving with the same velocity. Values greater than 1 will aim to reduce the velocity to 0 in less than a second e.g. a value of 2 will aim to reduce the velocity to 0 in half a second. A value equal to or greater than the physics frame rate (, 60 by default) will bring the object to a stop in one iteration.


    • int physics/2d/large_object_surface_threshold_in_cells

    Default

    512

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

    Note: Not used if is enabled.


    • 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.


    • physics/2d/sleep_threshold_angular

    Default

    0.139626

    Threshold angular velocity under which a 2D physics body will be considered inactive. See Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD.


    • physics/2d/sleep_threshold_linear

    Default

    2.0

    Threshold linear velocity under which a 2D physics body will be considered inactive. See Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD.


    • physics/2d/thread_model

    Default

    1

    Sets whether physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.

    Warning: As of Godot 3.2, there are mixed reports about the use of a Multi-Threaded thread model for physics. Be sure to assess whether it does give you extra performance and no regressions when using it.


    • float physics/2d/time_before_sleep

    Default

    0.5

    Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See .


    • bool physics/2d/use_bvh

    Default

    true

    Enables the use of bounding volume hierarchy instead of hash grid for 2D physics spatial partitioning. This may give better performance.


    • physics/3d/active_soft_world

    Default

    true

    Sets whether the 3D physics world will be created with support for SoftBody physics. Only applies to the Bullet physics engine.


    • physics/3d/default_angular_damp

    Default

    0.1

    The default angular damp in 3D.

    Note: Good values are in the range 0 to 1. At value 0 objects will keep moving with the same velocity. Values greater than 1 will aim to reduce the velocity to 0 in less than a second e.g. a value of 2 will aim to reduce the velocity to 0 in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60 by default) will bring the object to a stop in one iteration.


    • physics/3d/default_gravity

    Default

    9.8

    The default gravity strength in 3D (in meters per second squared).

    Note: This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:


    • Vector3 physics/3d/default_gravity_vector

    Default

    Vector3( 0, -1, 0 )

    The default gravity direction in 3D.

    Note: This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:

    1. # Set the default gravity direction to `Vector3(0, -1, 0)`.
    2. PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))

    • physics/3d/default_linear_damp

    Default

    0.1

    The default linear damp in 3D.

    Note: Good values are in the range 0 to 1. At value 0 objects will keep moving with the same velocity. Values greater than 1 will aim to reduce the velocity to 0 in less than a second e.g. a value of 2 will aim to reduce the velocity to 0 in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60 by default) will bring the object to a stop in one iteration.


    • physics/3d/godot_physics/bvh_collision_margin

    Default

    0.1

    Additional expansion applied to object bounds in the 3D physics bounding volume hierarchy. This can reduce BVH processing at the cost of a slightly coarser broadphase, which can stress the physics more in some situations.

    The default value will work well in most situations. A value of 0.0 will turn this optimization off, and larger values may work better for larger, faster moving objects.

    Note: Used only if physics/3d/godot_physics/use_bvh is enabled.


    • physics/3d/godot_physics/use_bvh

    Default

    true

    Enables the use of bounding volume hierarchy instead of octree for 3D physics spatial partitioning. This may give better performance.


    • String physics/3d/physics_engine

    Default

    “DEFAULT”

    Sets which physics engine to use for 3D physics.

    “DEFAULT” is currently the physics engine. The “GodotPhysics” engine is still supported as an alternative.


    • bool physics/3d/smooth_trimesh_collision

    Default

    false

    If true, smooths out collision with trimesh shapes () by telling the Bullet physics engine to generate internal edge information for every trimesh shape created.

    Note: Only effective if physics/3d/physics_engine is set to DEFAULT or Bullet, not GodotPhysics.


    • physics/common/enable_object_picking

    Default

    true

    Enables Viewport.physics_object_picking on the root viewport.


    • physics/common/enable_pause_aware_picking

    Default

    false

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

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

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

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


    • int physics/common/physics_fps

    Default

    60

    The number of fixed iterations per second. This controls how often physics simulation and methods are run. See also debug/settings/fps/force_fps.

    Note: This property is only read when the project starts. To change the physics FPS at runtime, set instead.

    Note: Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if delta is used consistently in physics calculations). Therefore, it is recommended not to increase physics/common/physics_fps above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.


    • physics/common/physics_interpolation

    Default

    false

    If true, the renderer will interpolate the transforms of physics objects between the last two transforms, such that smooth motion is seen when physics ticks do not coincide with rendered frames.

    Note: When moving objects to new positions (rather than the usual physics motion) you may want to temporarily turn off interpolation to prevent a visible glitch. You can do this using the Node.reset_physics_interpolation function.


    • physics/common/physics_jitter_fix

    Default

    0.5

    Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.

    Note: For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting physics/common/physics_jitter_fix to 0.

    Note: Jitter fix is automatically disabled at runtime when is enabled.

    Note: This property is only read when the project starts. To change the value at runtime, set Engine.physics_jitter_fix instead.


    • rendering/2d/opengl/batching_send_null

    Default

    0

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

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


    • int rendering/2d/opengl/batching_stream

    Default

    0

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

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


    • rendering/2d/opengl/legacy_orphan_buffers

    Default

    0

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

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


    • int rendering/2d/opengl/legacy_stream

    Default

    0

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

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


    • rendering/2d/options/ninepatch_mode

    Default

    1

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

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


    • rendering/2d/options/use_nvidia_rect_flicker_workaround

    Default

    false

    Some NVIDIA GPU drivers have a bug which produces flickering issues for the draw_rect method, especially as used in TileMap. Refer to for details.

    If true, this option enables a “safe” code path for such NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 rendering, but only on desktop platforms.


    • bool rendering/2d/options/use_software_skinning

    Default

    true

    If true, performs 2D skinning on the CPU rather than the GPU. This provides greater compatibility with a wide range of hardware, and also may be faster in some circumstances.

    Currently only available when is active.

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

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


    • bool rendering/2d/snapping/use_gpu_pixel_snap

    Default

    false

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

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

    Consider using the project setting to prevent artifacts.


    • bool rendering/batching/debug/diagnose_frame

    Default

    false

    When batching is on, this regularly prints a frame diagnosis log. Note that this will degrade performance.


    • rendering/batching/debug/flash_batching

    Default

    false

    Experimental. For regression testing against the old renderer. If this is switched on, and use_batching is set, the renderer will swap alternately between using the old renderer, and the batched renderer, on each frame. This makes it easy to identify visual differences. Performance will be degraded.


    • int rendering/batching/lights/max_join_items

    Default

    32

    Lights have the potential to prevent joining items, and break many of the performance benefits of batching. This setting enables some complex logic to allow joining items if their lighting is similar, and overlap tests pass. This can significantly improve performance in some games. Set to 0 to switch off. With large values the cost of overlap tests may lead to diminishing returns.


    • rendering/batching/lights/scissor_area_threshold

    Default

    1.0

    Sets the proportion of the total screen area (in pixels) that must be saved by a scissor operation in order to activate light scissoring. This can prevent parts of items being rendered outside the light area. Lower values scissor more aggressively. A value of 1 scissors none of the items, a value of 0 scissors every item. The power of 4 of the value is used, in order to emphasize the lower range, and multiplied by the total screen area in pixels to give the threshold. This can reduce fill rate requirements in scenes with a lot of lighting.


    • bool rendering/batching/options/single_rect_fallback

    Default

    false

    Enabling this setting uses the legacy method to draw batches containing only one rect. The legacy method is faster (approx twice as fast), but can cause flicker on some systems. In order to directly compare performance with the non-batching renderer you can set this to true, but it is recommended to turn this off unless you can guarantee your target hardware will work with this method.


    • rendering/batching/options/use_batching

    Default

    true

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


    • bool rendering/batching/options/use_batching_in_editor

    Default

    true

    Switches on 2D batching within the editor.


    • rendering/batching/parameters/batch_buffer_size

    Default

    16384

    Size of buffer reserved for batched vertices. Larger size enables larger batches, but there are diminishing returns for the memory used. This should only have a minor effect on performance.


    • float rendering/batching/parameters/colored_vertex_format_threshold

    Default

    0.25

    Including color in the vertex format has a cost, however, not including color prevents batching across color changes. This threshold determines the ratio of number of vertex color changes / total number of vertices above which vertices will be translated to colored format. A value of 0 will always use colored vertices, 1 will never use colored vertices.


    • rendering/batching/parameters/item_reordering_lookahead

    Default

    4

    In certain circumstances, the batcher can reorder items in order to better join them. This may result in better performance. An overlap test is needed however for each item lookahead, so there is a trade off, with diminishing returns. If you are getting no benefit, setting this to 0 will switch it off.


    • int rendering/batching/parameters/max_join_item_commands

    Default

    16

    Sets the number of commands to lookahead to determine whether to batch render items. A value of 1 can join items consisting of single commands, 0 turns off joining. Higher values are in theory more likely to join, however this has diminishing returns and has a runtime cost so a small value is recommended.


    • rendering/batching/precision/uv_contract

    Default

    false

    On some platforms (especially mobile), precision issues in shaders can lead to reading 1 texel outside of bounds, particularly where rects are scaled. This can particularly lead to border artifacts around tiles in tilemaps.

    This adjustment corrects for this by making a small contraction to the UV coordinates used. Note that this can result in a slight squashing of border texels.


    • int rendering/batching/precision/uv_contract_amount

    Default

    100

    The amount of UV contraction. This figure is divided by 1000000, and is a proportion of the total texture dimensions, where the width and height are both ranged from 0.0 to 1.0.

    Use the default unless correcting for a problem on particular hardware.


    • rendering/cpu_lightmapper/quality/high_quality_ray_count

    Default

    512

    Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_HIGH.


    • rendering/cpu_lightmapper/quality/low_quality_ray_count

    Default

    64

    Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_LOW.


    • rendering/cpu_lightmapper/quality/medium_quality_ray_count

    Default

    256

    Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_MEDIUM.


    • rendering/cpu_lightmapper/quality/ultra_quality_ray_count

    Default

    1024

    Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_ULTRA.


    • rendering/environment/default_clear_color

    Default

    Color( 0.3, 0.3, 0.3, 1 )

    Default background clear color. Overridable per Viewport using its . See Environment.background_mode and in particular. To change this default color programmatically, use VisualServer.set_default_clear_color.


    • rendering/environment/default_environment

    Default

    “”

    Environment that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete default_env.tres, or to specify a different default environment here.


    • rendering/gles2/compatibility/disable_half_float

    Default

    false

    The use of half-float vertex compression may be producing rendering errors on some platforms (especially iOS). These have been seen particularly in particles. Disabling half-float may resolve these problems.


    • bool rendering/gles2/compatibility/disable_half_float.iOS

    Default

    true

    iOS specific override for , due to poor support for half-float vertex compression on many devices.


    • bool rendering/gles2/compatibility/enable_high_float.Android

    Default

    false

    If true and available on the target Android device, enables high floating point precision for all shader computations in GLES2.

    Warning: High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution.


    • rendering/gles3/shaders/log_active_async_compiles_count

    Default

    false

    If true, every time an asynchronous shader compilation or an asynchronous shader reconstruction from cache starts or finishes, a line will be logged telling how many of those are happening.

    If the platform doesn’t support parallel shader compile, but only the compile queue via a secondary GL context, what the message will tell is the number of shader compiles currently queued.

    Note: This setting is only meaningful if rendering/gles3/shaders/shader_compilation_mode is not Synchronous.


    • int rendering/gles3/shaders/max_simultaneous_compiles

    Default

    2

    This is the maximum number of shaders that can be compiled (or reconstructed from cache) at the same time.

    At runtime, while that count is reached, other shaders that can be asynchronously compiled will just use their fallback, without their setup being started until the count gets lower.

    This is a way to balance the CPU work between running the game and compiling the shaders. The goal is to have as many asynchronous compiles in flight as possible without impacting the responsiveness of the game, which beyond some point would destroy the benefits of asynchronous compilation. In other words, you may be able to afford that the FPS lowers a bit, and that will already be better than the stalling that synchronous compilation could cause.

    The default value is a conservative one, so you are advised to tweak it according to the hardware you are targeting.

    Note: This setting is only meaningful if is not Synchronous.


    • int rendering/gles3/shaders/max_simultaneous_compiles.mobile

    Default

    1

    The default is a very conservative override for .

    Depending on the specific devices you are targeting, you may want to raise it.

    Note: This setting is only meaningful if rendering/gles3/shaders/shader_compilation_mode is not Synchronous.


    • rendering/gles3/shaders/max_simultaneous_compiles.web

    Default

    1

    The default is a very conservative override for rendering/gles3/shaders/max_simultaneous_compiles.

    Depending on the specific browsers you are targeting, you may want to raise it.

    Note: This setting is only meaningful if is not Synchronous.


    • int rendering/gles3/shaders/shader_cache_size_mb

    Default

    512

    The maximum size, in megabytes, that the ubershader cache can grow up to. On startup, the least recently used entries will be deleted until the total size is within bounds.

    Note: This setting is only meaningful if is set to Asynchronous + Cache.


    • int rendering/gles3/shaders/shader_cache_size_mb.mobile

    Default

    128

    An override for , so a smaller maximum size can be configured for mobile platforms, where storage space is more limited.

    Note: This setting is only meaningful if rendering/gles3/shaders/shader_compilation_mode is set to Asynchronous + Cache.


    • rendering/gles3/shaders/shader_cache_size_mb.web

    Default

    128

    An override for rendering/gles3/shaders/shader_cache_size_mb, so a smaller maximum size can be configured for web platforms, where storage space is more limited.

    Note: Currently, shader caching is generally unavailable on web platforms.

    Note: This setting is only meaningful if is set to Asynchronous + Cache.


    • int rendering/gles3/shaders/shader_compilation_mode

    Default

    0

    If set to Asynchronous and available on the target device, asynchronous compilation of shaders is enabled (in contrast to Asynchronous).

    That means that when a shader is first used under some new rendering situation, the game won’t stall while such shader is being compiled. Instead, a fallback will be used and the real shader will be compiled in the background. Once the actual shader is compiled, it will be used the next times it’s used to draw a frame.

    Depending on the async mode configured for a given material/shader, the fallback will be an “ubershader” (the default) or just skip rendering any item it is applied to.

    An ubershader is a very complex shader, slow but suited to any rendering situation, that the engine generates internally so it can be used from the beginning while the traditional conditioned, optimized version of it is being compiled.

    To reduce loading times after the project has been launched at least once, you can use Asynchronous + Cache. This also causes the ubershaders to be cached into storage so they can be ready faster next time they are used (provided the platform provides support for it).

    Note: Asynchronous compilation is currently only supported for spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will not use asynchronous compilation even if this setting is set to Asynchronous or Asynchronous + Cache.


    • rendering/gles3/shaders/shader_compilation_mode.mobile

    Default

    0

    An override for rendering/gles3/shaders/shader_compilation_mode, so asynchronous compilation can be disabled on mobile platforms.

    You may want to do that since mobile GPUs generally won’t support ubershaders due to their complexity.


    • rendering/gles3/shaders/shader_compilation_mode.web

    Default

    0

    An override for rendering/gles3/shaders/shader_compilation_mode, so asynchronous compilation can be disabled on web platforms.

    You may want to do that since certain browsers (especially on mobile platforms) generally won’t support ubershaders due to their complexity.


    • rendering/limits/buffers/blend_shape_max_buffer_size_kb

    Default

    4096

    Max buffer size for blend shapes. Any blend shape bigger than this will not work.


    • int rendering/limits/buffers/canvas_polygon_buffer_size_kb

    Default

    128

    Max buffer size for drawing polygons. Any polygon bigger than this will not work.


    • rendering/limits/buffers/canvas_polygon_index_buffer_size_kb

    Default

    128

    Max index buffer size for drawing polygons. Any polygon bigger than this will not work.


    • int rendering/limits/buffers/immediate_buffer_size_kb

    Default

    2048

    Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.


    • rendering/limits/rendering/max_lights_per_object

    Default

    32

    Max number of lights renderable per object. This is further limited by hardware support. Most devices only support 409 lights, while many devices (especially mobile) only support 102. Setting this low will slightly reduce memory usage and may decrease shader compile times.


    • int rendering/limits/rendering/max_renderable_elements

    Default

    65536

    Max amount of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.


    • rendering/limits/rendering/max_renderable_lights

    Default

    4096

    Max number of lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.


    • int rendering/limits/rendering/max_renderable_reflections

    Default

    1024

    Max number of reflection probes renderable in a frame. If more reflection probes than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.


    • rendering/limits/time/time_rollover_secs

    Default

    3600

    Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).


    • bool rendering/misc/lossless_compression/force_png

    Default

    false

    If true, the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.


    • rendering/misc/lossless_compression/webp_compression_level

    Default

    2

    The default compression level for lossless WebP. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. Supported values are 0 to 9. Note that compression levels above 6 are very slow and offer very little savings.


    • bool rendering/misc/mesh_storage/split_stream

    Default

    false

    On import, mesh vertex data will be split into two streams within a single vertex buffer, one for position data and the other for interleaved attributes data. Recommended to be enabled if targeting mobile devices. Requires manual reimport of meshes after toggling.


    • rendering/misc/occlusion_culling/max_active_polygons

    Default

    8

    Determines the maximum number of polygon occluders that will be used at any one time.

    Although you can have many occluders in a scene, each frame the system will choose from these the most relevant based on a screen space metric, in order to give the best overall performance.

    A greater number of polygons can potentially cull more objects, however the cost of culling calculations scales with the number of occluders.


    • int rendering/misc/occlusion_culling/max_active_spheres

    Default

    8

    Determines the maximum number of sphere occluders that will be used at any one time.

    Although you can have many occluders in a scene, each frame the system will choose from these the most relevant based on a screen space metric, in order to give the best overall performance.


    • rendering/portals/advanced/flip_imported_portals

    Default

    false

    The default convention is for portal normals to point outward (face outward) from the source room.

    If you accidentally build your level with portals facing the wrong way, this setting can fix the problem.

    It will flip named portal meshes (i.e. -portal) on the initial conversion to Portal nodes.


    • rendering/portals/debug/logging

    Default

    true

    Show conversion logs.

    Note: This will automatically be disabled in exports.


    • bool rendering/portals/gameplay/use_signals

    Default

    true

    If true, gameplay callbacks will be sent as signals. If false, they will be sent as notifications.


    • rendering/portals/optimize/remove_danglers

    Default

    true

    If enabled, while merging meshes, the system will also attempt to remove Spatial nodes that no longer have any children.

    Reducing the number of s in the scene tree can make traversal more efficient, but can be switched off in case you wish to use empty Spatials for markers or some other purpose.


    • rendering/portals/pvs/pvs_logging

    Default

    false

    Show logs during PVS generation.

    Note: This will automatically be disabled in exports.


    • bool rendering/portals/pvs/use_simple_pvs

    Default

    false

    Uses a simplified method of generating PVS (potentially visible set) data. The results may not be accurate where more than one portal join adjacent rooms.

    Note: Generally you should only use this option if you encounter bugs when it is set to false, i.e. there are problems with the default method.


    • rendering/quality/depth/hdr

    Default

    true

    If true, allocates the root Viewport‘s framebuffer with high dynamic range. High dynamic range allows the use of values greater than 1. This must be set to true for glow rendering to work if Environment.glow_hdr_threshold is greater than or equal to 1.0.

    Note: Only available on the GLES3 backend.


    • rendering/quality/depth/hdr.mobile

    Default

    false

    Lower-end override for rendering/quality/depth/hdr on mobile devices, due to performance concerns or driver support. This must be set to true for glow rendering to work if is greater than or equal to 1.0.

    Note: Only available on the GLES3 backend.


    • bool rendering/quality/depth/use_32_bpc_depth

    Default

    false

    If true, allocates the root ‘s framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective when rendering/quality/depth/hdr is also enabled.

    Note: Enabling this setting does not improve rendering quality. Using full floating-point precision is slower, and is generally only needed for advanced shaders that require a high level of precision. To reduce banding, enable instead.

    Note: Only available on the GLES3 backend.


    • 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.


    • rendering/quality/depth_prepass/enable

    Default

    true

    If true, performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.


    • int rendering/quality/directional_shadow/size

    Default

    4096

    The directional shadow’s size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2. This setting can be changed at run-time; the change will be applied immediately.


    • rendering/quality/directional_shadow/size.mobile

    Default

    2048

    Lower-end override for rendering/quality/directional_shadow/size on mobile devices, due to performance concerns or driver support.


    • rendering/quality/driver/driver_name

    Default

    “GLES3”

    The video driver to use (“GLES2” or “GLES3”).

    Note: The backend in use can be overridden at runtime via the --video-driver command line argument, or by the rendering/quality/driver/fallback_to_gles2 option if the target system does not support GLES3 and falls back to GLES2. In such cases, this property is not updated, so use to query it at run-time.


    • bool rendering/quality/driver/fallback_to_gles2

    Default

    false

    If true, allows falling back to the GLES2 driver if the GLES3 driver is not supported.

    Note: The two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack’s size.


    • rendering/quality/filters/anisotropic_filter_level

    Default

    4

    Maximum anisotropic filter level used for textures with anisotropy enabled. Higher values will result in sharper textures when viewed from oblique angles, at the cost of performance. Only power-of-two values are valid (2, 4, 8, 16).


    • int rendering/quality/filters/msaa

    Default

    0

    Sets the number of MSAA samples to use. MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware.

    Note: MSAA is not available on HTML5 export using the GLES2 backend.


    • rendering/quality/filters/sharpen_intensity

    Default

    0.0

    If set to a value greater than 0.0, contrast-adaptive sharpening will be applied to the 3D viewport. This has a low performance cost and can be used to recover some of the sharpness lost from using FXAA. Values around 0.5 generally give the best results. See also rendering/quality/filters/use_fxaa.


    • rendering/quality/filters/use_debanding

    Default

    false

    If true, uses a fast post-processing filter to make banding significantly less visible. In some cases, debanding may introduce a slightly noticeable dithering pattern. It’s recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.

    Note: Only available on the GLES3 backend. rendering/quality/depth/hdr must also be true for debanding to be effective.

    Note: There are known issues with debanding breaking rendering on mobile platforms. Due to this, it is recommended to leave this option disabled when targeting mobile platforms.


    • rendering/quality/filters/use_fxaa

    Default

    false

    Enables FXAA in the root Viewport. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. Some of the lost sharpness can be recovered by enabling contrast-adaptive sharpening (see rendering/quality/filters/sharpen_intensity).


    • rendering/quality/filters/use_nearest_mipmap_filter

    Default

    false

    If true, uses nearest-neighbor mipmap filtering when using mipmaps (also called “bilinear filtering”), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If false, linear mipmap filtering (also called “trilinear filtering”) is used.


    • int rendering/quality/intended_usage/framebuffer_allocation

    Default

    2

    Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to “2D Without Sampling” or “3D Without Effects”, sample buffers will not be allocated. This means SCREEN_TEXTURE and DEPTH_TEXTURE will not be available in shaders and post-processing effects such as glow will not be available in .


    • int rendering/quality/intended_usage/framebuffer_allocation.mobile

    Default

    3

    Lower-end override for on mobile devices, due to performance concerns or driver support.


    • bool rendering/quality/lightmapping/use_bicubic_sampling

    Default

    true

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


    • rendering/quality/lightmapping/use_bicubic_sampling.mobile

    Default

    false

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


    • rendering/quality/reflections/atlas_size

    Default

    2048

    Size of the atlas used by reflection probes. A larger size can result in higher visual quality, while a smaller size will be faster and take up less memory.


    • int rendering/quality/reflections/atlas_subdiv

    Default

    8

    Number of subdivisions to use for the reflection atlas. A higher number lowers the quality of each atlas, but allows you to use more.


    • rendering/quality/reflections/high_quality_ggx

    Default

    true

    If true, uses a high amount of samples to create blurred variants of reflection probes and panorama backgrounds (sky). Those blurred variants are used by rough materials.


    • bool rendering/quality/reflections/high_quality_ggx.mobile

    Default

    false

    Lower-end override for on mobile devices, due to performance concerns or driver support.


    • int rendering/quality/reflections/irradiance_max_size

    Default

    128

    Limits the size of the irradiance map which is normally determined by . A higher size results in a higher quality irradiance map similarly to rendering/quality/reflections/high_quality_ggx. Use a higher value when using high-frequency HDRI maps, otherwise keep this as low as possible.

    Note: Low and mid range hardware do not support complex irradiance maps well and may crash if this is set too high.


    • rendering/quality/reflections/texture_array_reflections

    Default

    true

    If true, uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise on reflections, but costs more performance and memory.


    • bool rendering/quality/reflections/texture_array_reflections.mobile

    Default

    false

    Lower-end override for on mobile devices, due to performance concerns or driver support.


    • bool rendering/quality/shading/force_blinn_over_ggx

    Default

    false

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


    • rendering/quality/shading/force_blinn_over_ggx.mobile

    Default

    true

    Lower-end override for rendering/quality/shading/force_blinn_over_ggx on mobile devices, due to performance concerns or driver support.


    • rendering/quality/shading/force_lambert_over_burley

    Default

    false

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


    • bool rendering/quality/shading/force_lambert_over_burley.mobile

    Default

    true

    Lower-end override for on mobile devices, due to performance concerns or driver support.


    • bool rendering/quality/shading/force_vertex_shading

    Default

    false

    If true, forces vertex shading for all 3D and ShaderMaterial rendering. This can be used to improve performance on low-end mobile devices. The downside is that shading becomes much less accurate, with visible linear interpolation between vertices that are joined together. This can be compensated by ensuring meshes have a sufficient level of subdivision (but not too much, to avoid reducing performance). Some material features are also not supported when vertex shading is enabled.

    See also which can be used to enable vertex shading on specific materials only.

    Note: This setting does not affect unshaded materials.


    • bool rendering/quality/shading/force_vertex_shading.mobile

    Default

    true

    Lower-end override for on mobile devices, due to performance concerns or driver support. If lighting looks broken after exporting the project to a mobile platform, try disabling this setting.


    • bool rendering/quality/shading/use_physical_light_attenuation

    Default

    false

    If true, enables new physical light attenuation for s and SpotLights. This results in more realistic lighting appearance with a very small performance cost. When physical light attenuation is enabled, lights will appear to be darker as a result of the new attenuation formula. This can be compensated by adjusting the lights’ energy or attenuation values.

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


    • rendering/quality/shadow_atlas/cubemap_size

    Default

    512

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


    • int rendering/quality/shadow_atlas/quadrant_0_subdiv

    Default

    1

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


    • rendering/quality/shadow_atlas/quadrant_1_subdiv

    Default

    2

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


    • int rendering/quality/shadow_atlas/quadrant_2_subdiv

    Default

    3

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


    • rendering/quality/shadow_atlas/quadrant_3_subdiv

    Default

    4

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


    • int rendering/quality/shadow_atlas/size

    Default

    4096

    Size for shadow atlas (used for OmniLights and SpotLights). The value will be rounded up to the nearest power of 2. See shadow mapping documentation.


    • rendering/quality/shadow_atlas/size.mobile

    Default

    2048

    Lower-end override for rendering/quality/shadow_atlas/size on mobile devices, due to performance concerns or driver support.


    • rendering/quality/shadows/filter_mode

    Default

    1

    Shadow filter mode. Higher-quality settings result in smoother shadows that flicker less when moving. “Disabled” is the fastest option, but also has the lowest quality. “PCF5” is smoother but is also slower. “PCF13” is the smoothest option, but is also the slowest.

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


    • int rendering/quality/shadows/filter_mode.mobile

    Default

    0

    Lower-end override for on mobile devices, due to performance concerns or driver support.


    • bool rendering/quality/skinning/force_software_skinning

    Default

    false

    Forces to always perform skinning on the CPU (applies to both GLES2 and GLES3).

    See also rendering/quality/skinning/software_skinning_fallback.


    • rendering/quality/skinning/software_skinning_fallback

    Default

    true

    Allows MeshInstance to perform skinning on the CPU when the hardware doesn’t support the default GPU skinning process with GLES2.

    If false, an alternative skinning process on the GPU is used in this case (slower in most cases).

    See also .

    Note: When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix.


    • float rendering/quality/spatial_partitioning/bvh_collision_margin

    Default

    0.1

    Additional expansion applied to object bounds in the 3D rendering bounding volume hierarchy. This can reduce BVH processing at the cost of a slightly reduced accuracy.

    The default value will work well in most situations. A value of 0.0 will turn this optimization off, and larger values may work better for larger, faster moving objects.

    Note: Used only if is enabled.


    • float rendering/quality/spatial_partitioning/render_tree_balance

    Default

    0.0

    The rendering octree balance can be changed to favor smaller (0), or larger (1) branches.

    Larger branches can increase performance significantly in some projects.

    Note: Not used if is enabled.


    • bool rendering/quality/spatial_partitioning/use_bvh

    Default

    true

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


    • rendering/quality/subsurface_scattering/follow_surface

    Default

    false

    Improves quality of subsurface scattering, but cost significantly increases.


    • int rendering/quality/subsurface_scattering/quality

    Default

    1

    Quality setting for subsurface scattering (samples taken).


    • rendering/quality/subsurface_scattering/scale

    Default

    1.0

    Max radius used for subsurface scattering samples.


    • bool rendering/quality/subsurface_scattering/weight_samples

    Default

    true

    Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.


    • rendering/quality/voxel_cone_tracing/high_quality

    Default

    false

    Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU.


    • int rendering/threads/thread_model

    Default

    1

    Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.


    • rendering/threads/thread_safe_bvh

    Default

    false

    If true, a thread safe version of BVH (bounding volume hierarchy) will be used in rendering and Godot physics.

    Try enabling this option if you see any visual anomalies in 3D (such as incorrect object visibility).


    • bool rendering/vram_compression/import_bptc

    Default

    false

    If true, the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the GLES3 renderer.

    Note: Changing this setting does not impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the .import/ folder located inside the project folder then restart the editor (see ).


    • 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.

    Note: Changing this setting does not impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the .import/ folder located inside the project folder then restart the editor (see ).


    • bool rendering/vram_compression/import_etc2

    Default

    true

    If true, the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the GLES3 renderer.

    Note: Changing this setting does not impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the .import/ folder located inside the project folder then restart the editor (see ).


    • 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.

    Note: Changing this setting does not impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the .import/ folder located inside the project folder then restart the editor (see ).


    • 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.

    Note: Changing this setting does not impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the .import/ folder located inside the project folder then restart the editor (see ).


    • int world/2d/cell_size

    Cell size used for the 2D hash grid that uses (in pixels).

    • void add_property_info ( hint )

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

    Example:

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

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


    • get_order ( String name ) const

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


    • get_setting ( String name ) const

    Returns the value of a setting.

    Example:


    • globalize_path ( String path ) const

    Returns the absolute, native OS path corresponding to the localized path (starting with res:// or user://). The returned path will vary depending on the operating system and user preferences. See to see what those paths convert to. See also localize_path.

    Note: with res:// will not work in an exported project. Instead, prepend the executable’s base directory to the path when running from an exported project:

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

    • bool has_setting ( name ) const

    Returns true if a configuration value is present.


    • bool load_resource_pack ( pack, bool replace_files=true, offset=0 )

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

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

    Note: The optional offset parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files.


    • String localize_path ( path ) const

    Returns the localized path (starting with res://) corresponding to the absolute, native OS path. See also globalize_path.


    • property_can_revert ( String name )

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


    • property_get_revert ( String name )

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


    • save ( )

    Saves the configuration to the project.godot file.

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


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


    • void set_initial_value ( String name, value )

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


    • void set_order ( String name, position )

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


    • void set_setting ( String name, value )

    Sets the value of a setting.

    Example:

    This can also be used to erase custom project settings. To do this change the setting value to null.