ProjectSettings

Inherits: Object Contains global variables accessible from everywhere.

Description

get_setting, set_setting or has_setting to access them. Variables stored in project.godot are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options. "application/config/name" for the project name. Category and property names can be viewed in the Project Settings dialog. Feature tags: Project settings can be overridden for specific platforms and configurations (debug, release, …) using feature tags. Overriding: Any project setting can be overridden by creating a file named override.cfg in the project’s root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings’ feature tags in account. Therefore, make sure to also override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.

Tutorials

  • 3D Physics Tests Demo
  • 3D Platformer Demo
  • OS Test Demo

    Properties

    Methods

    Property Descriptions

  • String android/modules "org/godotengine/godot/MyCustomSingleton,com/example/foo/FrenchFriesFactory". Note: Since Godot 3.2.2, the org/godotengine/godot/GodotPaymentV3 module was deprecated and replaced by the GodotPayment plugin which should be enabled in the Android export preset under Plugins section. The singleton to access in code was also renamed to GodotPayment.

  • Color application/boot_splash/bg_color Background color for the boot splash.

  • bool application/boot_splash/fullsize true, scale the boot splash image to the full window length when engine starts. If false, the engine will leave it at the default pixel size.

  • String application/boot_splash/image Path to an image used as the boot splash.

  • bool application/boot_splash/use_filter true, applies linear filtering when scaling the image (recommended for high resolution artwork). If false, uses nearest-neighbor interpolation (recommended for pixel art).

  • String application/config/custom_user_dir_name user:// filesystem). If left empty, user:// resolves to a project-specific folder in Godot’s own configuration folder (see OS.get_user_data_dir). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in OS.get_user_data_dir). application/config/use_custom_user_dir setting must be enabled for this to take effect.

  • String application/config/description The project’s description, displayed as a tooltip in the Project Manager when hovering the project.

  • String application/config/icon Icon used for the project, set when project loads. Exporters will also use this icon when possible.

  • String application/config/macos_native_icon .icns format used on macOS to set the game’s icon. This is done automatically on start by calling OS.set_native_icon.

  • String application/config/name The project’s name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup. Note: Changing this value will also change the user data folder’s path if application/config/use_custom_user_dir is false. After renaming the project, you will no longer be able to access existing data in user:// unless you rename the old folder to match the new project name. See Data paths in the documentation for more information.

  • String application/config/project_settings_override user://custom_settings.cfg. See “Overriding” in the ProjectSettings class description at the top for more information. Note: Regardless of this setting’s value, res://override.cfg will still be read to override the project settings.

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

  • bool application/config/use_hidden_project_data_directory true, the project will use a hidden directory (.import) for storing project-specific data (metadata, shader cache, etc.). 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.

  • String application/config/windows_native_icon .ico format used on Windows to set the game’s icon. This is done automatically on start by calling OS.set_native_icon.

  • bool application/run/delta_smoothing 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.

  • bool application/run/delta_sync_after_draw 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 true, disables printing to standard error. If true, this also hides error and warning messages printed by @GDScript.push_error and @GDScript.push_warning. See also application/run/disable_stdout. Changes to this setting will only be applied upon restarting the application.

  • bool application/run/disable_stdout true, disables printing to standard output. This is equivalent to starting the editor or project with the --quiet command line argument. See also application/run/disable_stderr. Changes to this setting will only be applied upon restarting the application.

  • bool application/run/flush_stdout_on_print true, flushes the standard output stream every time a line is printed. This affects both terminal logging and file logging. When running a project, this setting must be enabled if you want logs to be collected by service managers such as systemd/journalctl. This setting is disabled by default on release builds, since flushing on every printed line will negatively affect performance if lots of lines are printed in a rapid succession. Also, if this setting is enabled, logged files will still be written successfully if the application crashes or is otherwise killed by the user (without being closed “normally”). Note: Regardless of this setting, the standard error stream (stderr) is always flushed when a line is printed to it. Changes to this setting will only be applied upon restarting the application.

  • bool application/run/flush_stdout_on_print.debug application/run/flush_stdout_on_print, as performance is less important during debugging. Changes to this setting will only be applied upon restarting the application.

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

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

  • String application/run/main_scene Path to the main scene file that will be loaded when the project runs.

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

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

  • String audio/default_bus_layout AudioBusLayout resource file to use in the project, unless overridden by the scene.

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

  • bool audio/enable_audio_input true, microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.

  • int audio/mix_rate 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 audio/mix_rate 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 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. AudioServer.get_output_latency to determine the actual audio output latency. Note: This setting is ignored on Windows.

  • int audio/output_latency.web audio/output_latency in the Web platform, to avoid audio issues especially on mobile devices.

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

  • int compression/formats/gzip/compression_level -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 -1 uses the default gzip compression level, which is identical to 6 but could change in the future due to underlying zlib updates.

  • int compression/formats/zstd/compression_level 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 long-distance matching in Zstandard.

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

  • bool debug/gdscript/completion/autocomplete_setters_and_getters 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 true, enables warnings when a constant is used as a function.

  • bool debug/gdscript/warnings/deprecated_keyword true, enables warnings when deprecated keywords such as slave are used.

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

  • bool debug/gdscript/warnings/exclude_addons true, scripts in the res://addons folder will not generate warnings.

  • bool debug/gdscript/warnings/function_conflicts_constant true, enables warnings when a function is declared with the same name as a constant.

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

  • bool debug/gdscript/warnings/function_may_yield 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 true, enables warnings when using a function as if it was a property.

  • bool debug/gdscript/warnings/incompatible_ternary true, enables warnings when a ternary operator may emit values with incompatible types.

  • bool debug/gdscript/warnings/integer_division true, enables warnings when dividing an integer by another integer (the decimal part will be discarded).

  • bool debug/gdscript/warnings/narrowing_conversion 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 true, enables warnings when using a property as if it was a function.

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

  • bool debug/gdscript/warnings/shadowed_variable 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 true, enables warnings when calling an expression that has no effect on the surrounding code, such as writing 2 + 2 as a statement.

  • bool debug/gdscript/warnings/standalone_ternary 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 true, all warnings will be reported as if they were errors.

  • bool debug/gdscript/warnings/unassigned_variable true, enables warnings when using a variable that wasn’t previously assigned.

  • bool debug/gdscript/warnings/unassigned_variable_op_assign true, enables warnings when assigning a variable using an assignment operator like += if the variable wasn’t previously assigned.

  • bool debug/gdscript/warnings/unreachable_code 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 true, enables warnings when using an expression whose type may not be compatible with the function parameter expected.

  • bool debug/gdscript/warnings/unsafe_cast true, enables warnings when performing an unsafe cast.

  • bool debug/gdscript/warnings/unsafe_method_access true, enables warnings when calling a method whose presence is not guaranteed at compile-time in the class.

  • bool debug/gdscript/warnings/unsafe_property_access true, enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class.

  • bool debug/gdscript/warnings/unused_argument true, enables warnings when a function parameter is unused.

  • bool debug/gdscript/warnings/unused_class_variable true, enables warnings when a member variable is unused.

  • bool debug/gdscript/warnings/unused_signal true, enables warnings when a signal is unused.

  • bool debug/gdscript/warnings/unused_variable true, enables warnings when a local variable is unused.

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

  • bool debug/gdscript/warnings/void_assignment true, enables warnings when assigning the result of a function that returns void to a variable.

  • String debug/settings/crash_handler/message Message to be displayed before the backtrace when the engine crashes.

  • int debug/settings/fps/force_fps 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. display/window/vsync/use_vsync is enabled, it takes precedence and the forced FPS number cannot exceed the monitor’s refresh rate. This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions.

  • int debug/settings/gdscript/max_call_stack Maximum call stack allowed for debugging GDScript.

  • int debug/settings/profiler/max_functions Maximum amount of functions per frame allowed when profiling.

  • bool debug/settings/stdout/print_fps Print frames per second to standard output every second.

  • bool debug/settings/stdout/verbose_stdout Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc.

  • int debug/settings/visual_script/max_call_stack Maximum call stack in visual scripting, to avoid infinite recursion.

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

  • bool debug/shapes/collision/draw_2d_outlines 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 Maximum number of contact points between collision shapes to display when “Visible Collision Shapes” is enabled in the Debug menu.

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

  • Color debug/shapes/navigation/disabled_geometry_color Color of the disabled navigation geometry, visible when “Visible Navigation” is enabled in the Debug menu.

  • Color debug/shapes/navigation/geometry_color Color of the navigation geometry, visible when “Visible Navigation” is enabled in the Debug menu.

  • String display/mouse_cursor/custom_image Custom image for the mouse cursor (limited to 256×256).

  • Vector2 display/mouse_cursor/custom_image_hotspot Hotspot for the custom mouse cursor image.

  • Vector2 display/mouse_cursor/tooltip_position_offset Position offset for tooltips, relative to the mouse cursor’s hotspot.

  • bool display/window/dpi/allow_hidpi 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 true, keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.

  • String display/window/handheld/orientation The default screen orientation to use on mobile devices. Note: When set to a portrait orientation, this project setting does not flip the project resolution’s width and height automatically. Instead, you have to set display/window/size/width and display/window/size/height accordingly.

  • bool display/window/ios/hide_home_indicator true, the home indicator is hidden automatically. This only affects iOS devices without a physical home button.

  • bool display/window/per_pixel_transparency/allowed true, allows per-pixel transparency for the window background. This affects performance, so leave it on false unless you need it. OS.window_per_pixel_transparency_enabled for more details. Note: This feature is implemented on HTML5, Linux, macOS, Windows, and Android.

  • bool display/window/per_pixel_transparency/enabled Sets the window background to transparent when it starts. OS.window_per_pixel_transparency_enabled for more details. Note: This feature is implemented on HTML5, Linux, macOS, Windows, and Android.

  • bool display/window/size/always_on_top Forces the main window to be always on top. Note: This setting is ignored on iOS, Android, and HTML5.

  • bool display/window/size/borderless Forces the main window to be borderless. Note: This setting is ignored on iOS, Android, and HTML5.

  • bool display/window/size/fullscreen 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. multiple resolutions when enabling fullscreen mode. Note: This setting is ignored on iOS, Android, and HTML5.

  • int display/window/size/height 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 Allows the window to be resizable by default. Note: This setting is ignored on iOS and Android.

  • int display/window/size/test_height If greater than zero, overrides the window height when running the game. Useful for testing stretch modes.

  • int display/window/size/test_width If greater than zero, overrides the window width when running the game. Useful for testing stretch modes.

  • int display/window/size/width 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.

  • bool display/window/vsync/use_vsync 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 Use Vsync is enabled and this setting is true, enables vertical synchronization via the operating system’s window compositor when in windowed mode and the compositor is enabled. This will prevent stutter in certain situations. (Windows only.) Note: This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.

  • String editor/main_run_args The command-line arguments to append to Godot’s own command line when running the project. This doesn’t affect the editor itself. %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:
    1. prime-run %command%

  • String editor/script_templates_search_path 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.

  • PoolStringArray editor/search_in_file_extensions tscn if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.

  • int gui/common/default_scroll_deadzone ScrollContainer.scroll_deadzone, which will be used for all ScrollContainers unless overridden.

  • bool gui/common/swap_ok_cancel true, swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions.

- int gui/common/text_edit_undo_stack_max_size

  • String gui/theme/custom Theme resource file to use for the project (theme or generic tres/res extension).

  • String gui/theme/custom_font Font resource to use as default for all GUI elements of the project.

  • bool gui/theme/use_hidpi true, makes sure the theme used works with HiDPI.

  • int gui/timers/incremental_search_max_interval_msec Tree, ItemList, etc. controls (in milliseconds).

  • float gui/timers/text_edit_idle_detect_sec TextEdit (in seconds).

  • float gui/timers/tooltip_delay_sec Default delay for tooltips (in seconds).

  • Dictionary input/ui_accept InputEventAction to confirm a focused button, menu or list item, or validate input. Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.

  • Dictionary input/ui_cancel InputEventAction to discard a modal or pending input. Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.

  • Dictionary input/ui_down InputEventAction to move down in the UI. Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.

  • Dictionary input/ui_end InputEventAction to go to the end position of a Control (e.g. last item in an ItemList or a Tree), matching the behavior of @GlobalScope.KEYEND 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.

  • Dictionary input/ui_focus_next InputEventAction to focus the next Control in the scene. The focus behavior can be configured via Control.focusnext. 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.

  • Dictionary input/ui_focus_prev InputEventAction to focus the previous Control in the scene. The focus behavior can be configured via Control.focusprevious. 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.

  • Dictionary input/ui_home InputEventAction to go to the start position of a Control (e.g. first item in an ItemList or a Tree), matching the behavior of @GlobalScope.KEYHOME 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.

  • Dictionary input/ui_left InputEventAction to move left in the UI. Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.

  • Dictionary input/ui_page_down InputEventAction to go down a page in a Control (e.g. in an ItemList or a Tree), matching the behavior of @GlobalScope.KEYPAGEDOWN 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.

  • Dictionary input/ui_page_up InputEventAction to go up a page in a Control (e.g. in an ItemList or a Tree), matching the behavior of @GlobalScope.KEYPAGEUP 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.

  • Dictionary input/ui_right InputEventAction to move right in the UI. Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.

  • Dictionary input/ui_select InputEventAction to select an item in a Control (e.g. in an ItemList or a Tree). Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.

  • Dictionary input/ui_up InputEventAction to move up in the UI. Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.

  • bool input_devices/buffering/agile_event_flushing true, key/touch/joystick events will be flushed just before every idle and physics frame. 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 true, sends mouse input events when tapping or swiping on the touchscreen.

  • bool input_devices/pointing/emulate_touch_from_mouse true, sends touch input events when clicking or dragging the mouse.

  • float input_devices/pointing/ios/touch_delay Default delay for touch events. This only affects iOS devices.

  • String layer_names/2d_physics/layer_1 Optional name for the 2D physics layer 1.

  • String layer_names/2d_physics/layer_10 Optional name for the 2D physics layer 10.

  • String layer_names/2d_physics/layer_11 Optional name for the 2D physics layer 11.

  • String layer_names/2d_physics/layer_12 Optional name for the 2D physics layer 12.

  • String layer_names/2d_physics/layer_13 Optional name for the 2D physics layer 13.

  • String layer_names/2d_physics/layer_14 Optional name for the 2D physics layer 14.

  • String layer_names/2d_physics/layer_15 Optional name for the 2D physics layer 15.

  • String layer_names/2d_physics/layer_16 Optional name for the 2D physics layer 16.

  • String layer_names/2d_physics/layer_17 Optional name for the 2D physics layer 17.

  • String layer_names/2d_physics/layer_18 Optional name for the 2D physics layer 18.

  • String layer_names/2d_physics/layer_19 Optional name for the 2D physics layer 19.

  • String layer_names/2d_physics/layer_2 Optional name for the 2D physics layer 2.

  • String layer_names/2d_physics/layer_20 Optional name for the 2D physics layer 20.

  • String layer_names/2d_physics/layer_21 Optional name for the 2D physics layer 21.

  • String layer_names/2d_physics/layer_22 Optional name for the 2D physics layer 22.

  • String layer_names/2d_physics/layer_23 Optional name for the 2D physics layer 23.

  • String layer_names/2d_physics/layer_24 Optional name for the 2D physics layer 24.

  • String layer_names/2d_physics/layer_25 Optional name for the 2D physics layer 25.

  • String layer_names/2d_physics/layer_26 Optional name for the 2D physics layer 26.

  • String layer_names/2d_physics/layer_27 Optional name for the 2D physics layer 27.

  • String layer_names/2d_physics/layer_28 Optional name for the 2D physics layer 28.

  • String layer_names/2d_physics/layer_29 Optional name for the 2D physics layer 29.

  • String layer_names/2d_physics/layer_3 Optional name for the 2D physics layer 3.

  • String layer_names/2d_physics/layer_30 Optional name for the 2D physics layer 30.

  • String layer_names/2d_physics/layer_31 Optional name for the 2D physics layer 31.

  • String layer_names/2d_physics/layer_32 Optional name for the 2D physics layer 32.

  • String layer_names/2d_physics/layer_4 Optional name for the 2D physics layer 4.

  • String layer_names/2d_physics/layer_5 Optional name for the 2D physics layer 5.

  • String layer_names/2d_physics/layer_6 Optional name for the 2D physics layer 6.

  • String layer_names/2d_physics/layer_7 Optional name for the 2D physics layer 7.

  • String layer_names/2d_physics/layer_8 Optional name for the 2D physics layer 8.

  • String layer_names/2d_physics/layer_9 Optional name for the 2D physics layer 9.

  • String layer_names/2d_render/layer_1 Optional name for the 2D render layer 1.

  • String layer_names/2d_render/layer_10 Optional name for the 2D render layer 10.

  • String layer_names/2d_render/layer_11 Optional name for the 2D render layer 11.

  • String layer_names/2d_render/layer_12 Optional name for the 2D render layer 12.

  • String layer_names/2d_render/layer_13 Optional name for the 2D render layer 13.

  • String layer_names/2d_render/layer_14 Optional name for the 2D render layer 14.

  • String layer_names/2d_render/layer_15 Optional name for the 2D render layer 15.

  • String layer_names/2d_render/layer_16 Optional name for the 2D render layer 16.

  • String layer_names/2d_render/layer_17 Optional name for the 2D render layer 17.

  • String layer_names/2d_render/layer_18 Optional name for the 2D render layer 18.

  • String layer_names/2d_render/layer_19 Optional name for the 2D render layer 19.

  • String layer_names/2d_render/layer_2 Optional name for the 2D render layer 2.

  • String layer_names/2d_render/layer_20 Optional name for the 2D render layer 20.

  • String layer_names/2d_render/layer_3 Optional name for the 2D render layer 3.

  • String layer_names/2d_render/layer_4 Optional name for the 2D render layer 4.

  • String layer_names/2d_render/layer_5 Optional name for the 2D render layer 5.

  • String layer_names/2d_render/layer_6 Optional name for the 2D render layer 6.

  • String layer_names/2d_render/layer_7 Optional name for the 2D render layer 7.

  • String layer_names/2d_render/layer_8 Optional name for the 2D render layer 8.

  • String layer_names/2d_render/layer_9 Optional name for the 2D render layer 9.

  • String layer_names/3d_physics/layer_1 Optional name for the 3D physics layer 1.

  • String layer_names/3d_physics/layer_10 Optional name for the 3D physics layer 10.

  • String layer_names/3d_physics/layer_11 Optional name for the 3D physics layer 11.

  • String layer_names/3d_physics/layer_12 Optional name for the 3D physics layer 12.

  • String layer_names/3d_physics/layer_13 Optional name for the 3D physics layer 13.

  • String layer_names/3d_physics/layer_14 Optional name for the 3D physics layer 14.

  • String layer_names/3d_physics/layer_15 Optional name for the 3D physics layer 15.

  • String layer_names/3d_physics/layer_16 Optional name for the 3D physics layer 16.

  • String layer_names/3d_physics/layer_17 Optional name for the 3D physics layer 17.

  • String layer_names/3d_physics/layer_18 Optional name for the 3D physics layer 18.

  • String layer_names/3d_physics/layer_19 Optional name for the 3D physics layer 19.

  • String layer_names/3d_physics/layer_2 Optional name for the 3D physics layer 2.

  • String layer_names/3d_physics/layer_20 Optional name for the 3D physics layer 20.

  • String layer_names/3d_physics/layer_21 Optional name for the 3D physics layer 21.

  • String layer_names/3d_physics/layer_22 Optional name for the 3D physics layer 22.

  • String layer_names/3d_physics/layer_23 Optional name for the 3D physics layer 23.

  • String layer_names/3d_physics/layer_24 Optional name for the 3D physics layer 24.

  • String layer_names/3d_physics/layer_25 Optional name for the 3D physics layer 25.

  • String layer_names/3d_physics/layer_26 Optional name for the 3D physics layer 26.

  • String layer_names/3d_physics/layer_27 Optional name for the 3D physics layer 27.

  • String layer_names/3d_physics/layer_28 Optional name for the 3D physics layer 28.

  • String layer_names/3d_physics/layer_29 Optional name for the 3D physics layer 29.

  • String layer_names/3d_physics/layer_3 Optional name for the 3D physics layer 3.

  • String layer_names/3d_physics/layer_30 Optional name for the 3D physics layer 30.

  • String layer_names/3d_physics/layer_31 Optional name for the 3D physics layer 31.

  • String layer_names/3d_physics/layer_32 Optional name for the 3D physics layer 32.

  • String layer_names/3d_physics/layer_4 Optional name for the 3D physics layer 4.

  • String layer_names/3d_physics/layer_5 Optional name for the 3D physics layer 5.

  • String layer_names/3d_physics/layer_6 Optional name for the 3D physics layer 6.

  • String layer_names/3d_physics/layer_7 Optional name for the 3D physics layer 7.

  • String layer_names/3d_physics/layer_8 Optional name for the 3D physics layer 8.

  • String layer_names/3d_physics/layer_9 Optional name for the 3D physics layer 9.

  • String layer_names/3d_render/layer_1 Optional name for the 3D render layer 1.

  • String layer_names/3d_render/layer_10 Optional name for the 3D render layer 10.

  • String layer_names/3d_render/layer_11 Optional name for the 3D render layer 11.

  • String layer_names/3d_render/layer_12 Optional name for the 3D render layer 12.

  • String layer_names/3d_render/layer_13 Optional name for the 3D render layer 13.

  • String layer_names/3d_render/layer_14 Optional name for the 3D render layer 14

  • String layer_names/3d_render/layer_15 Optional name for the 3D render layer 15.

  • String layer_names/3d_render/layer_16 Optional name for the 3D render layer 16.

  • String layer_names/3d_render/layer_17 Optional name for the 3D render layer 17.

  • String layer_names/3d_render/layer_18 Optional name for the 3D render layer 18.

  • String layer_names/3d_render/layer_19 Optional name for the 3D render layer 19.

  • String layer_names/3d_render/layer_2 Optional name for the 3D render layer 2.

  • String layer_names/3d_render/layer_20 Optional name for the 3D render layer 20.

  • String layer_names/3d_render/layer_3 Optional name for the 3D render layer 3.

  • String layer_names/3d_render/layer_4 Optional name for the 3D render layer 4.

  • String layer_names/3d_render/layer_5 Optional name for the 3D render layer 5.

  • String layer_names/3d_render/layer_6 Optional name for the 3D render layer 6.

  • String layer_names/3d_render/layer_7 Optional name for the 3D render layer 7.

  • String layer_names/3d_render/layer_8 Optional name for the 3D render layer 8.

  • String layer_names/3d_render/layer_9 Optional name for the 3D render layer 9.

  • String locale/fallback en (English) will be used.

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

  • bool logging/file_logging/enable_file_logging true, logs all output to files.

  • bool logging/file_logging/enable_file_logging.pc logging/file_logging/enable_file_logging, as log files are not readily accessible on mobile/Web platforms.

  • String logging/file_logging/log_path user:// path is recommended.

  • int logging/file_logging/max_log_files Specifies the maximum amount of log files allowed (used for rotation).

- int memory/limits/command_queue/multithreading_queue_size_kb

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

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

  • int network/limits/debugger_stdout/max_chars_per_second Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.

  • int network/limits/debugger_stdout/max_errors_per_second 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 Maximum amount of messages allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.

  • int network/limits/debugger_stdout/max_warnings_per_second 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 16 is equal to 65,536 bytes. Over this size, data is dropped.

  • int network/limits/tcp/connect_timeout_seconds Timeout (in seconds) for connection attempts using TCP.

  • int network/limits/webrtc/max_channel_in_buffer_kb WebRTCDataChannel input buffer.

  • int network/limits/websocket_client/max_in_buffer_kb WebSocketClient input buffer.

  • int network/limits/websocket_client/max_in_packets WebSocketClient.

  • int network/limits/websocket_client/max_out_buffer_kb WebSocketClient output buffer.

  • int network/limits/websocket_client/max_out_packets WebSocketClient.

  • int network/limits/websocket_server/max_in_buffer_kb WebSocketServer input buffer.

  • int network/limits/websocket_server/max_in_packets WebSocketServer.

  • int network/limits/websocket_server/max_out_buffer_kb WebSocketServer output buffer.

  • int network/limits/websocket_server/max_out_packets WebSocketServer.

  • int network/remote_fs/page_read_ahead Amount of read ahead used by remote filesystem. Higher values decrease the effects of latency at the cost of higher bandwidth usage.

  • int network/remote_fs/page_size Page size used by remote filesystem (in bytes).

  • String network/ssl/certificates override Godot’s default Mozilla certificate bundle. If left empty, the default certificate bundle will be used. If in doubt, leave this setting empty.

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

  • int node/name_num_separator What to use to separate node name from number. This is mostly an editor setting.

  • int physics/2d/bp_hash_table_size Size of the hash table used for the broad-phase 2D hash grid algorithm. Note: Not used if physics/2d/use_bvh is enabled.

  • int physics/2d/cell_size Cell size used for the broad-phase 2D hash grid algorithm (in pixels). Note: Not used if physics/2d/use_bvh is enabled.

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

  • int physics/2d/default_gravity 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.Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY, 98)

  • Vector2 physics/2d/default_gravity_vector 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)`.Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))

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

  • int physics/2d/large_object_surface_threshold_in_cells 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 physics/2d/use_bvh is enabled.

  • String physics/2d/physics_engine Sets which physics engine to use for 2D physics. “DEFAULT” and “GodotPhysics” are the same, as there is currently no alternative 2D physics server implemented.

  • float physics/2d/sleep_threshold_angular Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD.

  • float physics/2d/sleep_threshold_linear Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD.

  • int physics/2d/thread_model Sets whether physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process. 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 Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP.

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

  • bool physics/3d/active_soft_world SoftBody physics. Only applies to the Bullet physics engine.

  • float physics/3d/default_angular_damp The default angular damp in 3D. Note: Good values are in the range 0 to 1. At value 0 objects will keep moving with the same velocity. Values greater than 1 will aim to reduce the velocity to 0 in less than a second e.g. a value of 2 will aim to reduce the velocity to 0 in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60 by default) will bring the object to a stop in one iteration.

  • float physics/3d/default_gravity 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:
    1. # Set the default gravity strength to 9.8.PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, 9.8)

  • Vector3 physics/3d/default_gravity_vector 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)`.PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))

  • float physics/3d/default_linear_damp The default linear damp in 3D. Note: Good values are in the range 0 to 1. At value 0 objects will keep moving with the same velocity. Values greater than 1 will aim to reduce the velocity to 0 in less than a second e.g. a value of 2 will aim to reduce the velocity to 0 in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60 by default) will bring the object to a stop in one iteration.

  • bool physics/3d/godot_physics/use_bvh 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 Sets which physics engine to use for 3D physics. Bullet physics engine. The “GodotPhysics” engine is still supported as an alternative.

  • bool physics/common/enable_object_picking Viewport.physics_object_picking on the root viewport.

  • bool physics/common/enable_pause_aware_picking 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 Node._physics_process methods are run. Note: This property is only read when the project starts. To change the physics FPS at runtime, set Engine.iterations_per_second instead.

  • float physics/common/physics_jitter_fix 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: This property is only read when the project starts. To change the physics FPS at runtime, set Engine.physics_jitter_fix instead.

  • int rendering/2d/opengl/batching_send_null 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 Experimental. If set to on, uses the GL_STREAM_DRAW flag for batching buffer uploads. If off, uses the GL_DYNAMIC_DRAW flag. Note: Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.

  • int rendering/2d/opengl/legacy_orphan_buffers 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 Experimental. If set to on, uses the GL_STREAM_DRAW flag for legacy buffer uploads. If off, uses the GL_DYNAMIC_DRAW flag. Note: Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.

  • int rendering/2d/options/ninepatch_mode Choose between fixed mode where corner scalings are preserved matching the artwork, and scaling mode. rendering/batching/options/use_batching is off.

  • bool rendering/2d/options/use_nvidia_rect_flicker_workaround draw_rect method, especially as used in TileMap. Refer to GitHub issue 9913 for details. 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 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. rendering/batching/options/use_batching is active. Note: Antialiased software skinned polys are not supported, and will be rendered without antialiasing. Note: Custom shaders that use the VERTEX built-in operate with VERTEX position after skinning, whereas with hardware skinning, VERTEX is the position before skinning.

  • bool rendering/2d/snapping/use_gpu_pixel_snap 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. rendering/batching/precision/uv_contract to prevent artifacts.

  • bool rendering/batching/debug/diagnose_frame When batching is on, this regularly prints a frame diagnosis log. Note that this will degrade performance.

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

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

  • bool rendering/batching/options/use_batching 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 Switches on 2D batching within the editor.

  • int rendering/batching/parameters/batch_buffer_size 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 number of vertex color changes / total number of vertices above which vertices will be translated to colored format. A value of 0 will always use colored vertices, 1 will never use colored vertices.

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

  • bool rendering/batching/precision/uv_contract 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 The amount of UV contraction. This figure is divided by 1000000, and is a proportion of the total texture dimensions, where the width and height are both ranged from 0.0 to 1.0. Use the default unless correcting for a problem on particular hardware.

  • int rendering/cpu_lightmapper/quality/high_quality_ray_count BakedLightmap.BAKE_QUALITY_HIGH.

  • int rendering/cpu_lightmapper/quality/low_quality_ray_count BakedLightmap.BAKE_QUALITY_LOW.

  • int rendering/cpu_lightmapper/quality/medium_quality_ray_count BakedLightmap.BAKE_QUALITY_MEDIUM.

  • int rendering/cpu_lightmapper/quality/ultra_quality_ray_count BakedLightmap.BAKE_QUALITY_ULTRA.

  • Color rendering/environment/default_clear_color Viewport using its Environment. See Environment.background_mode and Environment.background_color in particular. To change this default color programmatically, use VisualServer.set_default_clear_color.

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

  • bool rendering/gles2/compatibility/disable_half_float 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 rendering/gles2/compatibility/disable_half_float, due to poor support for half-float vertex compression on many devices.

  • bool rendering/gles2/compatibility/enable_high_float.Android 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.

  • int rendering/limits/buffers/blend_shape_max_buffer_size_kb Max buffer size for blend shapes. Any blend shape bigger than this will not work.

  • int rendering/limits/buffers/canvas_polygon_buffer_size_kb Max buffer size for drawing polygons. Any polygon bigger than this will not work.

  • int rendering/limits/buffers/canvas_polygon_index_buffer_size_kb Max index buffer size for drawing polygons. Any polygon bigger than this will not work.

  • int rendering/limits/buffers/immediate_buffer_size_kb Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.

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

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

  • float rendering/limits/time/time_rollover_secs 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 true, the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.

  • int rendering/misc/lossless_compression/webp_compression_level 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 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.

  • int rendering/misc/occlusion_culling/max_active_spheres 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.

  • bool rendering/portals/advanced/flip_imported_portals 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. -portal) on the initial convertion to Portal nodes.

  • bool rendering/portals/debug/logging Show conversion logs. Note: This will automatically be disabled in exports.

  • bool rendering/portals/gameplay/use_signals true, gameplay callbacks will be sent as signals. If false, they will be sent as notifications.

  • bool rendering/portals/optimize/remove_danglers Spatial nodes that no longer have any children. Nodes 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.

  • bool rendering/portals/pvs/pvs_logging Show logs during PVS generation. Note: This will automatically be disabled in exports.

  • bool rendering/portals/pvs/use_simple_pvs 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.

  • bool rendering/quality/depth/hdr true, allocates the main framebuffer with high dynamic range. High dynamic range allows the use of Color values greater than 1. Note: Only available on the GLES3 backend.

  • bool rendering/quality/depth/hdr.mobile rendering/quality/depth/hdr on mobile devices, due to performance concerns or driver support.

  • String rendering/quality/depth_prepass/disable_for_vendors Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this.

  • bool rendering/quality/depth_prepass/enable true, performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.

  • int rendering/quality/directional_shadow/size The directional shadow’s size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2.

  • int rendering/quality/directional_shadow/size.mobile rendering/quality/directional_shadow/size on mobile devices, due to performance concerns or driver support.

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

  • bool rendering/quality/driver/fallback_to_gles2 true, allows falling back to the GLES2 driver if the GLES3 driver is not supported. Note: The two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack’s size.

  • int rendering/quality/filters/anisotropic_filter_level 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 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.

  • float rendering/quality/filters/sharpen_intensity 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.

  • bool rendering/quality/filters/use_debanding 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.

  • bool rendering/quality/filters/use_fxaa rendering/quality/filters/sharpen_intensity).

  • bool rendering/quality/filters/use_nearest_mipmap_filter 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 SCREEN_TEXTURE and DEPTH_TEXTURE will not be available in shaders and post-processing effects will not be available in the Environment.

  • int rendering/quality/intended_usage/framebuffer_allocation.mobile rendering/quality/intended_usage/framebuffer_allocation on mobile devices, due to performance concerns or driver support.

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

  • bool rendering/quality/lightmapping/use_bicubic_sampling.mobile rendering/quality/lightmapping/use_bicubic_sampling on mobile devices, in order to reduce bandwidth usage.

  • int rendering/quality/reflections/atlas_size 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 Number of subdivisions to use for the reflection atlas. A higher number lowers the quality of each atlas, but allows you to use more.

  • bool rendering/quality/reflections/high_quality_ggx 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 rendering/quality/reflections/high_quality_ggx on mobile devices, due to performance concerns or driver support.

  • int rendering/quality/reflections/irradiance_max_size Sky.radiance_size. A higher size results in a higher quality irradiance map similarly to rendering/quality/reflections/high_quality_ggx. Use a higher value when using high-frequency HDRI maps, otherwise keep this as low as possible. Note: Low and mid range hardware do not support complex irradiance maps well and may crash if this is set too high.

  • bool rendering/quality/reflections/texture_array_reflections 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 rendering/quality/reflections/texture_array_reflections on mobile devices, due to performance concerns or driver support.

  • bool rendering/quality/shading/force_blinn_over_ggx true, uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.

  • bool rendering/quality/shading/force_blinn_over_ggx.mobile rendering/quality/shading/force_blinn_over_ggx on mobile devices, due to performance concerns or driver support.

  • bool rendering/quality/shading/force_lambert_over_burley true, uses faster but lower-quality Lambert material lighting model instead of Burley.

  • bool rendering/quality/shading/force_lambert_over_burley.mobile rendering/quality/shading/force_lambert_over_burley on mobile devices, due to performance concerns or driver support.

  • bool rendering/quality/shading/force_vertex_shading true, forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.

  • bool rendering/quality/shading/force_vertex_shading.mobile rendering/quality/shading/force_vertex_shading on mobile devices, due to performance concerns or driver support.

  • bool rendering/quality/shading/use_physical_light_attenuation true, enables new physical light attenuation for OmniLights 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.

  • int rendering/quality/shadow_atlas/cubemap_size rendering/quality/shadow_atlas/size. Setting higher than a quarter of the rendering/quality/shadow_atlas/size will not result in a perceptible increase in visual quality.

  • int rendering/quality/shadow_atlas/quadrant_0_subdiv Subdivision quadrant size for shadow mapping. See shadow mapping documentation.

  • int rendering/quality/shadow_atlas/quadrant_1_subdiv Subdivision quadrant size for shadow mapping. See shadow mapping documentation.

  • int rendering/quality/shadow_atlas/quadrant_2_subdiv Subdivision quadrant size for shadow mapping. See shadow mapping documentation.

  • int rendering/quality/shadow_atlas/quadrant_3_subdiv Subdivision quadrant size for shadow mapping. See shadow mapping documentation.

  • int rendering/quality/shadow_atlas/size Size for shadow atlas (used for OmniLights and SpotLights). See documentation.

  • int rendering/quality/shadow_atlas/size.mobile rendering/quality/shadow_atlas/size on mobile devices, due to performance concerns or driver support.

  • int rendering/quality/shadows/filter_mode Shadow filter mode. Higher-quality settings result in smoother shadows that flicker less when moving. “Disabled” is the fastest option, but also has the lowest quality. “PCF5” is smoother but is also slower. “PCF13” is the smoothest option, but is also the slowest. 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 rendering/quality/shadows/filter_mode on mobile devices, due to performance concerns or driver support.

  • bool rendering/quality/skinning/force_software_skinning MeshInstance to always perform skinning on the CPU (applies to both GLES2 and GLES3). rendering/quality/skinning/software_skinning_fallback.

  • bool rendering/quality/skinning/software_skinning_fallback MeshInstance to perform skinning on the CPU when the hardware doesn’t support the default GPU skinning process with GLES2. false, an alternative skinning process on the GPU is used in this case (slower in most cases). rendering/quality/skinning/force_software_skinning. Note: When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix.

  • float rendering/quality/spatial_partitioning/render_tree_balance 0), or larger (1) branches. Larger branches can increase performance significantly in some projects.

  • bool rendering/quality/spatial_partitioning/use_bvh Enables the use of bounding volume hierarchy instead of octree for rendering spatial partitioning. This may give better performance.

  • bool rendering/quality/subsurface_scattering/follow_surface Improves quality of subsurface scattering, but cost significantly increases.

  • int rendering/quality/subsurface_scattering/quality Quality setting for subsurface scattering (samples taken).

  • int rendering/quality/subsurface_scattering/scale Max radius used for subsurface scattering samples.

  • bool rendering/quality/subsurface_scattering/weight_samples Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.

  • bool rendering/quality/voxel_cone_tracing/high_quality Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU.

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

  • bool rendering/threads/thread_safe_bvh 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 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 application/config/use_hidden_project_data_directory).

  • bool rendering/vram_compression/import_etc 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 application/config/use_hidden_project_data_directory).

  • bool rendering/vram_compression/import_etc2 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 application/config/use_hidden_project_data_directory).

  • bool rendering/vram_compression/import_pvrtc 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 application/config/use_hidden_project_data_directory).

  • bool rendering/vram_compression/import_s3tc 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 application/config/use_hidden_project_data_directory).

  • int world/2d/cell_size VisibilityNotifier2D uses (in pixels).

    Method Descriptions

  • add_property_info ( Dictionary hint ) Adds a custom property info to a property. The dictionary must contain:
  • name: String (the property’s name)
  • type: int (see Variant.Type)
  • hint: int (see PropertyHint) and hint_string: String Example:
    1. ProjectSettings.set("category/property_name", 0)var property_info = { "name": "category/property_name", "type": TYPE_INT, "hint": PROPERTY_HINT_ENUM, "hint_string": "one,two,three"}ProjectSettings.add_property_info(property_info)

  • clear ( String name ) Clears the whole configuration (not recommended, may break things).

  • int get_order ( String name ) const Returns the order of a configuration value (influences when saved to the config file).

  • Variant get_setting ( String name ) const Returns the value of a setting. Example:
    1. print(ProjectSettings.get_setting("application/config/name"))

  • String globalize_path ( String path ) const path (starting with res:// or user://). The returned path will vary depending on the operating system and user preferences. See File paths in Godot projects to see what those paths convert to. See also localize_path. Note: globalize_path with res:// will not work in an exported project. Instead, prepend the executable’s base directory to the path when running from an exported project:
    1. var path = ""if OS.has_feature("editor"): # Running from an editor binary. # `path` will contain the absolute path to `hello.txt` located in the project root. path = ProjectSettings.globalize_path("res://hello.txt")else: # Running from an exported project. # `path` will contain the absolute path to `hello.txt` next to the executable. # This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path, # but is close enough in spirit. path = OS.get_executable_path().get_base_dir().plus_file("hello.txt")

  • bool has_setting ( String name ) const true if a configuration value is present.

  • bool load_resource_pack ( String pack, bool replace_files=true, int offset=0 ) 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 ( String path ) const res://) corresponding to the absolute, native OS path. See also globalize_path.

  • bool property_can_revert ( String name ) true if the specified property exists and its initial value differs from the current value.

  • Variant property_get_revert ( String name ) null if the property does not exist.

  • Error save ( ) 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.

  • Error save_custom ( String file ) .godot (to save in text-based ConfigFile format) or .binary (to save in binary format). You can also save override.cfg file, which is also text, but can be used in exported projects unlike other formats.

  • set_initial_value ( String name, Variant value ) Sets the specified property’s initial value. This is the value the property reverts to.

  • set_order ( String name, int position ) Sets the order of a configuration value (influences when saved to the config file).

  • set_setting ( String name, Variant value ) Sets the value of a setting. Example:
    1. ProjectSettings.set_setting("application/config/name", "Example")