Contains global variables accessible from everywhere.
Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] 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, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog.
Adds a custom property info to a property. The dictionary must contain: name:[String](the property's name) and type:[int](see [code]TYPE_*[/code] in [@GlobalScope]), and optionally hint:[int](see [code]PROPERTY_HINT_*[/code] in [@GlobalScope]), hint_string:[String].
[b]Example:[/b]
[codeblock]
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)
[/codeblock]
Clears the whole configuration (not recommended, may break things).
Returns the order of a configuration value (influences when saved to the config file).
Returns the value of a setting.
[b]Example:[/b]
[codeblock]
print(ProjectSettings.get_setting("application/config/name"))
[/codeblock]
Converts a localized path ([code]res://[/code]) to a full native OS path.
Returns [code]true[/code] if a configuration value is present.
Loads the contents of the .pck or .zip file specified by [code]pack[/code] into the resource filesystem ([code]res://[/code]). Returns [code]true[/code] on success.
[b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from [code]pack[/code] unless [code]replace_files[/code] is set to [code]false[/code].
Convert a path to a localized path ([code]res://[/code] path).
Returns [code]true[/code] if the specified property exists and its initial value differs from the current value.
Returns the specified property's initial value. Returns [code]null[/code] if the property does not exist.
Saves the configuration to the [code]project.godot[/code] file.
Saves the configuration to a custom file.
Sets the order of a configuration value (influences when saved to the config file).
Comma-separated list of custom Android modules (which must have been built in the Android export templates) using their Java package path, e.g. [code]org/godotengine/org/GodotPaymentV3,org/godotengine/godot/MyCustomSingleton"[/code].
Background color for the boot splash.
If [code]true[/code], scale the boot splash image to the full window length when engine starts. If [code]false[/code], the engine will leave it at the default pixel size.
Path to an image used as the boot splash.
If [code]true[/code], applies linear filtering when scaling the image (recommended for high resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method 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 [method OS.get_user_data_dir]).
The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
The project's description, displayed as a tooltip in the Project Manager when hovering the project.
Icon used for the project, set when project loads. Exporters will also use this icon when possible.
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.
Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code].
If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code].
If [code]true[/code], disables printing to standard error in an exported build.
If [code]true[/code], disables printing to standard output in an exported build.
Forces a delay between frames in the main loop (in milliseconds). This may be useful if you plan to disable vertical synchronization.
If [code]true[/code], 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.
Amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
Path to the main scene file that will be loaded when the project runs.
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 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.
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.
If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
Mixing rate used for audio. In general, it's better to not touch this and leave it to the host operating system.
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.
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
Default compression level for gzip. Affects compressed scenes and resources.
Default compression level for Zlib. Affects compressed scenes and resources.
Default compression level for Zstandard. Affects compressed scenes and resources.
Enables long-distance matching in Zstandard.
If [code]true[/code], 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.
If [code]true[/code], enables warnings when a constant is used as a function.
If [code]true[/code], enables warnings when deprecated keywords such as [code]slave[/code] are used.
If [code]true[/code], enables specific GDScript warnings (see [code]debug/gdscript/warnings/*[/code] settings). If [code]false[/code], disables all GDScript warnings.
If [code]true[/code], enables warnings when a function is declared with the same name as a constant.
If [code]true[/code], 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.
If [code]true[/code], enables warnings when a function assigned to a variable may yield and return a function state instead of a value.
If [code]true[/code], enables warnings when using a function as if it was a property.
If [code]true[/code], enables warnings when a ternary operator may emit values with incompatible types.
If [code]true[/code], enables warnings when dividing an integer by another integer (the decimal part will be discarded).
If [code]true[/code], enables warnings when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
If [code]true[/code], enables warnings when using a property as if it was a function.
If [code]true[/code], 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 [enum Error] enum.
If [code]true[/code], enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable).
If [code]true[/code], enables warnings when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement.
If [code]true[/code], all warnings will be reported as if they were errors.
If [code]true[/code], enables warnings when using a variable that wasn't previously assigned.
If [code]true[/code], enables warnings when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned.
If [code]true[/code], enables warnings when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed).
If [code]true[/code], enables warnings when using an expression whose type may not be compatible with the function parameter expected.
If [code]true[/code], enables warnings when performing an unsafe cast.
If [code]true[/code], enables warnings when calling a method whose presence is not guaranteed at compile-time in the class.
If [code]true[/code], enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class.
If [code]true[/code], enables warnings when a function parameter is unused.
If [code]true[/code], enables warnings when a member variable is unused.
If [code]true[/code], enables warnings when a signal is unused.
If [code]true[/code], enables warnings when a local variable is unused.
If [code]true[/code], 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.
If [code]true[/code], enables warnings when assigning the result of a function that returns [code]void[/code] to a variable.
Message to be displayed before the backtrace when the engine crashes.
Maximum call stack allowed for debugging GDScript.
Maximum amount of functions per frame allowed when profiling.
Print frames per second to standard output every second.
Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc.
Maximum call stack in visual scripting, to avoid infinite recursion.
Custom image for the mouse cursor (limited to 256×256).
Hotspot for the custom mouse cursor image.
Position offset for tooltips, relative to the mouse cursor's hotspot.
If [code]true[/code], allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
Default orientation on mobile devices.
If [code]true[/code], allows per-pixel transparency in a desktop window. This affects performance, so leave it on [code]false[/code] unless you need it.
Sets the window background to transparent when it starts.
Force the window to be always on top.
Force the window to be borderless.
Sets the window to full screen when it starts.
Sets the main window height. On desktop, this is the default window size. Stretch mode settings use this also as a reference when enabled.
Allows the window to be resizable by default.
If greater than zero, uses a different height for the window when running from the editor. The main use for this is to test with stretch modes.
If greater than zero, uses a different width for the window when running from the editor. The main use for this is to test with stretch modes.
Sets the main window width. On desktop platforms, this is the default window size. Stretch mode settings use this also as a reference when enabled.
If [code]true[/code], 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 [code]false[/code], vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5).
Internal editor setting, don't touch.
If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions.
Use a custom theme resource, set a path to it here.
Use a custom default font resource, set a path to it here.
If [code]true[/code], makes sure the theme used works with HiDPI.
Timer setting for incremental search in Tree, IntemList, etc. controls (in milliseconds).
Timer for detecting idle in the editor (in seconds).
If [code]true[/code], sends mouse input events when tapping or swiping on the touchscreen.
If [code]true[/code], sends touch input events when clicking or dragging the mouse.
The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
If non-empty, this locale will be used when running the project from the editor.
If [code]true[/code], logs all output to files.
Path to logs within the project. Using an [code]user://[/code] path is recommended.
Specifies the maximum amount of log files allowed (used for rotation).
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.
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.
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.
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.
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.
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.
Default size of packet peer stream for deserializing Godot data. Over this size, data is dropped.
Amount of read ahead used by remote filesystem. Higher values decrease the effects of latency at the cost of higher bandwidth usage.
Page size used by remote filesystem (in bytes).
When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.
What to use to separate node name from number. This is mostly an editor setting.
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.
Sets which physics engine to use.
Frames per second used in the physics. Physics always needs a fixed amount of frames per second.
Fix to improve physics jitter, specially on monitors where refresh rate is different than the physics FPS.
Default background clear color. Overridable per [Viewport] using its [Environment]. See [member Environment.background_mode] and [member Environment.background_color] in particular. To change this default color programmatically, use [method VisualServer.set_default_clear_color].
Max buffer size for blend shapes. Any blend shape bigger than this will not work.
Max buffer size for drawing polygons. Any polygon bigger than this will not work.
Max index buffer size for drawing polygons. Any polygon bigger than this will not work.
Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.
Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not meshes themselves.
Max number of lights renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.
Max number of reflection probes renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.
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).
Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms.
If [code]true[/code], forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.
Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this.
If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
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.
The video driver to use ("GLES2" or "GLES3").
[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--video-driver[/code] command line argument, or by the [member 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 [method OS.get_current_video_driver] to query it at run-time.
If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 driver is not supported.
[b]Note:[/b] 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.
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).
If [code]true[/code], 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 [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used.
Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports).
If [code]true[/code], 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.
If [code]true[/code], 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.
If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.
If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley.
If [code]true[/code], 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.
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
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.
Improves quality of subsurface scattering, but cost significantly increases.
Quality setting for subsurface scaterring (samples taken).
Weight subsurface scattering samples. Helps to avoid reading samples from unrelated parts of the screen.
Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU.
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
If [code]true[/code], 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.
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures.
If [code]true[/code], 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.
If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS.
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.