ProjectSettings

Inherits: Object

Contains global variables accessible from everywhere.

Description

Contains global variables accessible from everywhere. Use 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.

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

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

Overriding: Any project setting can be overridden by creating a file named override.cfg in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' 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

Properties

String

android/modules

""

Color

application/boot_splash/bg_color

Color( 0.14, 0.14, 0.14, 1 )

bool

application/boot_splash/fullsize

true

String

application/boot_splash/image

""

bool

application/boot_splash/show_image

true

bool

application/boot_splash/use_filter

true

String

application/config/custom_user_dir_name

""

String

application/config/description

""

String

application/config/icon

""

String

application/config/macos_native_icon

""

String

application/config/name

""

String

application/config/project_settings_override

""

bool

application/config/use_custom_user_dir

false

bool

application/config/use_hidden_project_data_directory

true

String

application/config/windows_native_icon

""

bool

application/run/delta_smoothing

true

bool

application/run/delta_sync_after_draw

false

bool

application/run/disable_stderr

false

bool

application/run/disable_stdout

false

bool

application/run/flush_stdout_on_print

false

bool

application/run/flush_stdout_on_print.debug

true

int

application/run/frame_delay_msec

0

bool

application/run/low_processor_mode

false

int

application/run/low_processor_mode_sleep_usec

6900

String

application/run/main_scene

""

float

audio/channel_disable_threshold_db

-60.0

float

audio/channel_disable_time

2.0

String

audio/default_bus_layout

"res://default_bus_layout.tres"

String

audio/driver

bool

audio/enable_audio_input

false

int

audio/mix_rate

44100

int

audio/mix_rate.web

0

int

audio/output_latency

15

int

audio/output_latency.web

50

int

audio/video_delay_compensation_ms

0

int

compression/formats/gzip/compression_level

-1

int

compression/formats/zlib/compression_level

-1

int

compression/formats/zstd/compression_level

3

bool

compression/formats/zstd/long_distance_matching

false

int

compression/formats/zstd/window_log_size

27

bool

debug/gdscript/completion/autocomplete_setters_and_getters

false

bool

debug/gdscript/warnings/constant_used_as_function

true

bool

debug/gdscript/warnings/deprecated_keyword

true

bool

debug/gdscript/warnings/enable

true

bool

debug/gdscript/warnings/exclude_addons

true

bool

debug/gdscript/warnings/export_hint_type_mistmatch

true

bool

debug/gdscript/warnings/function_conflicts_constant

true

bool

debug/gdscript/warnings/function_conflicts_variable

true

bool

debug/gdscript/warnings/function_may_yield

true

bool

debug/gdscript/warnings/function_used_as_property

true

bool

debug/gdscript/warnings/incompatible_ternary

true

bool

debug/gdscript/warnings/integer_division

true

bool

debug/gdscript/warnings/narrowing_conversion

true

bool

debug/gdscript/warnings/property_used_as_function

true

bool

debug/gdscript/warnings/return_value_discarded

true

bool

debug/gdscript/warnings/shadowed_variable

true

bool

debug/gdscript/warnings/standalone_expression

true

bool

debug/gdscript/warnings/standalone_ternary

true

bool

debug/gdscript/warnings/treat_warnings_as_errors

false

bool

debug/gdscript/warnings/unassigned_variable

true

bool

debug/gdscript/warnings/unassigned_variable_op_assign

true

bool

debug/gdscript/warnings/unreachable_code

true

bool

debug/gdscript/warnings/unsafe_call_argument

false

bool

debug/gdscript/warnings/unsafe_cast

false

bool

debug/gdscript/warnings/unsafe_method_access

false

bool

debug/gdscript/warnings/unsafe_property_access

false

bool

debug/gdscript/warnings/unused_argument

true

bool

debug/gdscript/warnings/unused_class_variable

false

bool

debug/gdscript/warnings/unused_signal

true

bool

debug/gdscript/warnings/unused_variable

true

bool

debug/gdscript/warnings/variable_conflicts_function

true

bool

debug/gdscript/warnings/void_assignment

true

String

debug/settings/crash_handler/message

"Please include this when reporting the bug to the project developer."

String

debug/settings/crash_handler/message.editor

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

int

debug/settings/fps/force_fps

0

int

debug/settings/gdscript/max_call_stack

1024

bool

debug/settings/physics_interpolation/enable_warnings

true

int

debug/settings/profiler/max_functions

16384

bool

debug/settings/stdout/print_fps

false

bool

debug/settings/stdout/verbose_stdout

false

int

debug/settings/visual_script/max_call_stack

1024

Color

debug/shapes/collision/contact_color

Color( 1, 0.2, 0.1, 0.8 )

bool

debug/shapes/collision/draw_2d_outlines

true

int

debug/shapes/collision/max_contacts_displayed

10000

Color

debug/shapes/collision/shape_color

Color( 0, 0.6, 0.7, 0.42 )

Color

debug/shapes/navigation/disabled_geometry_color

Color( 1, 0.7, 0.1, 0.4 )

Color

debug/shapes/navigation/geometry_color

Color( 0.1, 1, 0.7, 0.4 )

String

display/mouse_cursor/custom_image

""

Vector2

display/mouse_cursor/custom_image_hotspot

Vector2( 0, 0 )

Vector2

display/mouse_cursor/tooltip_position_offset

Vector2( 10, 10 )

bool

display/window/dpi/allow_hidpi

false

bool

display/window/energy_saving/keep_screen_on

true

String

display/window/handheld/orientation

"landscape"

bool

display/window/ios/hide_home_indicator

true

bool

display/window/per_pixel_transparency/allowed

false

bool

display/window/per_pixel_transparency/enabled

false

bool

display/window/size/always_on_top

false

bool

display/window/size/borderless

false

bool

display/window/size/fullscreen

false

int

display/window/size/height

600

bool

display/window/size/resizable

true

int

display/window/size/test_height

0

int

display/window/size/test_width

0

int

display/window/size/width

1024

String

display/window/tablet_driver

bool

display/window/vsync/use_vsync

true

bool

display/window/vsync/vsync_via_compositor

false

String

editor/main_run_args

""

int

editor/scene_naming

0

String

editor/script_templates_search_path

"res://script_templates"

PoolStringArray

editor/search_in_file_extensions

PoolStringArray( "gd", "gdshader", "shader" )

bool

editor/version_control_autoload_on_startup

false

String

editor/version_control_plugin_name

""

int

gui/common/default_scroll_deadzone

0

bool

gui/common/drop_mouse_on_gui_input_disabled

false

bool

gui/common/swap_ok_cancel

int

gui/common/text_edit_undo_stack_max_size

1024

String

gui/theme/custom

""

String

gui/theme/custom_font

""

bool

gui/theme/use_hidpi

false

int

gui/timers/incremental_search_max_interval_msec

2000

float

gui/timers/text_edit_idle_detect_sec

3

float

gui/timers/tooltip_delay_sec

0.5

Dictionary

input/ui_accept

Dictionary

input/ui_cancel

Dictionary

input/ui_down

Dictionary

input/ui_end

Dictionary

input/ui_focus_next

Dictionary

input/ui_focus_prev

Dictionary

input/ui_home

Dictionary

input/ui_left

Dictionary

input/ui_page_down

Dictionary

input/ui_page_up

Dictionary

input/ui_right

Dictionary

input/ui_select

Dictionary

input/ui_up

bool

input_devices/buffering/agile_event_flushing

false

bool

input_devices/pointing/emulate_mouse_from_touch

true

bool

input_devices/pointing/emulate_touch_from_mouse

false

float

input_devices/pointing/ios/touch_delay

0.15

String

layer_names/2d_navigation/layer_1

""

String

layer_names/2d_navigation/layer_10

""

String

layer_names/2d_navigation/layer_11

""

String

layer_names/2d_navigation/layer_12

""

String

layer_names/2d_navigation/layer_13

""

String

layer_names/2d_navigation/layer_14

""

String

layer_names/2d_navigation/layer_15

""

String

layer_names/2d_navigation/layer_16

""

String

layer_names/2d_navigation/layer_17

""

String

layer_names/2d_navigation/layer_18

""

String

layer_names/2d_navigation/layer_19

""

String

layer_names/2d_navigation/layer_2

""

String

layer_names/2d_navigation/layer_20

""

String

layer_names/2d_navigation/layer_21

""

String

layer_names/2d_navigation/layer_22

""

String

layer_names/2d_navigation/layer_23

""

String

layer_names/2d_navigation/layer_24

""

String

layer_names/2d_navigation/layer_25

""

String

layer_names/2d_navigation/layer_26

""

String

layer_names/2d_navigation/layer_27

""

String

layer_names/2d_navigation/layer_28

""

String

layer_names/2d_navigation/layer_29

""

String

layer_names/2d_navigation/layer_3

""

String

layer_names/2d_navigation/layer_30

""

String

layer_names/2d_navigation/layer_31

""

String

layer_names/2d_navigation/layer_32

""

String

layer_names/2d_navigation/layer_4

""

String

layer_names/2d_navigation/layer_5

""

String

layer_names/2d_navigation/layer_6

""

String

layer_names/2d_navigation/layer_7

""

String

layer_names/2d_navigation/layer_8

""

String

layer_names/2d_navigation/layer_9

""

String

layer_names/2d_physics/layer_1

""

String

layer_names/2d_physics/layer_10

""

String

layer_names/2d_physics/layer_11

""

String

layer_names/2d_physics/layer_12

""

String

layer_names/2d_physics/layer_13

""

String

layer_names/2d_physics/layer_14

""

String

layer_names/2d_physics/layer_15

""

String

layer_names/2d_physics/layer_16

""

String

layer_names/2d_physics/layer_17

""

String

layer_names/2d_physics/layer_18

""

String

layer_names/2d_physics/layer_19

""

String

layer_names/2d_physics/layer_2

""

String

layer_names/2d_physics/layer_20

""

String

layer_names/2d_physics/layer_21

""

String

layer_names/2d_physics/layer_22

""

String

layer_names/2d_physics/layer_23

""

String

layer_names/2d_physics/layer_24

""

String

layer_names/2d_physics/layer_25

""

String

layer_names/2d_physics/layer_26

""

String

layer_names/2d_physics/layer_27

""

String

layer_names/2d_physics/layer_28

""

String

layer_names/2d_physics/layer_29

""

String

layer_names/2d_physics/layer_3

""

String

layer_names/2d_physics/layer_30

""

String

layer_names/2d_physics/layer_31

""

String

layer_names/2d_physics/layer_32

""

String

layer_names/2d_physics/layer_4

""

String

layer_names/2d_physics/layer_5

""

String

layer_names/2d_physics/layer_6

""

String

layer_names/2d_physics/layer_7

""

String

layer_names/2d_physics/layer_8

""

String

layer_names/2d_physics/layer_9

""

String

layer_names/2d_render/layer_1

""

String

layer_names/2d_render/layer_10

""

String

layer_names/2d_render/layer_11

""

String

layer_names/2d_render/layer_12

""

String

layer_names/2d_render/layer_13

""

String

layer_names/2d_render/layer_14

""

String

layer_names/2d_render/layer_15

""

String

layer_names/2d_render/layer_16

""

String

layer_names/2d_render/layer_17

""

String

layer_names/2d_render/layer_18

""

String

layer_names/2d_render/layer_19

""

String

layer_names/2d_render/layer_2

""

String

layer_names/2d_render/layer_20

""

String

layer_names/2d_render/layer_3

""

String

layer_names/2d_render/layer_4

""

String

layer_names/2d_render/layer_5

""

String

layer_names/2d_render/layer_6

""

String

layer_names/2d_render/layer_7

""

String

layer_names/2d_render/layer_8

""

String

layer_names/2d_render/layer_9

""

String

layer_names/3d_navigation/layer_1

""

String

layer_names/3d_navigation/layer_10

""

String

layer_names/3d_navigation/layer_11

""

String

layer_names/3d_navigation/layer_12

""

String

layer_names/3d_navigation/layer_13

""

String

layer_names/3d_navigation/layer_14

""

String

layer_names/3d_navigation/layer_15

""

String

layer_names/3d_navigation/layer_16

""

String

layer_names/3d_navigation/layer_17

""

String

layer_names/3d_navigation/layer_18

""

String

layer_names/3d_navigation/layer_19

""

String

layer_names/3d_navigation/layer_2

""

String

layer_names/3d_navigation/layer_20

""

String

layer_names/3d_navigation/layer_21

""

String

layer_names/3d_navigation/layer_22

""

String

layer_names/3d_navigation/layer_23

""

String

layer_names/3d_navigation/layer_24

""

String

layer_names/3d_navigation/layer_25

""

String

layer_names/3d_navigation/layer_26

""

String

layer_names/3d_navigation/layer_27

""

String

layer_names/3d_navigation/layer_28

""

String

layer_names/3d_navigation/layer_29

""

String

layer_names/3d_navigation/layer_3

""

String

layer_names/3d_navigation/layer_30

""

String

layer_names/3d_navigation/layer_31

""

String

layer_names/3d_navigation/layer_32

""

String

layer_names/3d_navigation/layer_4

""

String

layer_names/3d_navigation/layer_5

""

String

layer_names/3d_navigation/layer_6

""

String

layer_names/3d_navigation/layer_7

""

String

layer_names/3d_navigation/layer_8

""

String

layer_names/3d_navigation/layer_9

""

String

layer_names/3d_physics/layer_1

""

String

layer_names/3d_physics/layer_10

""

String

layer_names/3d_physics/layer_11

""

String

layer_names/3d_physics/layer_12

""

String

layer_names/3d_physics/layer_13

""

String

layer_names/3d_physics/layer_14

""

String

layer_names/3d_physics/layer_15

""

String

layer_names/3d_physics/layer_16

""

String

layer_names/3d_physics/layer_17

""

String

layer_names/3d_physics/layer_18

""

String

layer_names/3d_physics/layer_19

""

String

layer_names/3d_physics/layer_2

""

String

layer_names/3d_physics/layer_20

""

String

layer_names/3d_physics/layer_21

""

String

layer_names/3d_physics/layer_22

""

String

layer_names/3d_physics/layer_23

""

String

layer_names/3d_physics/layer_24

""

String

layer_names/3d_physics/layer_25

""

String

layer_names/3d_physics/layer_26

""

String

layer_names/3d_physics/layer_27

""

String

layer_names/3d_physics/layer_28

""

String

layer_names/3d_physics/layer_29

""

String

layer_names/3d_physics/layer_3

""

String

layer_names/3d_physics/layer_30

""

String

layer_names/3d_physics/layer_31

""

String

layer_names/3d_physics/layer_32

""

String

layer_names/3d_physics/layer_4

""

String

layer_names/3d_physics/layer_5

""

String

layer_names/3d_physics/layer_6

""

String

layer_names/3d_physics/layer_7

""

String

layer_names/3d_physics/layer_8

""

String

layer_names/3d_physics/layer_9

""

String

layer_names/3d_render/layer_1

""

String

layer_names/3d_render/layer_10

""

String

layer_names/3d_render/layer_11

""

String

layer_names/3d_render/layer_12

""

String

layer_names/3d_render/layer_13

""

String

layer_names/3d_render/layer_14

""

String

layer_names/3d_render/layer_15

""

String

layer_names/3d_render/layer_16

""

String

layer_names/3d_render/layer_17

""

String

layer_names/3d_render/layer_18

""

String

layer_names/3d_render/layer_19

""

String

layer_names/3d_render/layer_2

""

String

layer_names/3d_render/layer_20

""

String

layer_names/3d_render/layer_3

""

String

layer_names/3d_render/layer_4

""

String

layer_names/3d_render/layer_5

""

String

layer_names/3d_render/layer_6

""

String

layer_names/3d_render/layer_7

""

String

layer_names/3d_render/layer_8

""

String

layer_names/3d_render/layer_9

""

String

locale/fallback

"en"

String

locale/test

""

bool

logging/file_logging/enable_file_logging

false

bool

logging/file_logging/enable_file_logging.pc

true

String

logging/file_logging/log_path

"user://logs/godot.log"

int

logging/file_logging/max_log_files

5

int

memory/limits/command_queue/multithreading_queue_size_kb

256

int

memory/limits/message_queue/max_size_kb

4096

int

memory/limits/multithreaded_server/rid_pool_prealloc

60

int

mono/debugger_agent/port

23685

bool

mono/debugger_agent/wait_for_debugger

false

int

mono/debugger_agent/wait_timeout

3000

String

mono/profiler/args

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

bool

mono/profiler/enabled

false

int

mono/runtime/unhandled_exception_policy

0

float

navigation/2d/default_cell_height

1.0

float

navigation/2d/default_cell_size

1.0

float

navigation/2d/default_edge_connection_margin

1.0

float

navigation/3d/default_cell_height

0.25

float

navigation/3d/default_cell_size

0.25

float

navigation/3d/default_edge_connection_margin

0.25

Vector3

navigation/3d/default_map_up

Vector3( 0, 1, 0 )

int

network/limits/debugger_stdout/max_chars_per_second

2048

int

network/limits/debugger_stdout/max_errors_per_second

100

int

network/limits/debugger_stdout/max_messages_per_frame

10

int

network/limits/debugger_stdout/max_warnings_per_second

100

int

network/limits/packet_peer_stream/max_buffer_po2

16

int

network/limits/tcp/connect_timeout_seconds

30

int

network/limits/webrtc/max_channel_in_buffer_kb

64

int

network/limits/websocket_client/max_in_buffer_kb

64

int

network/limits/websocket_client/max_in_packets

1024

int

network/limits/websocket_client/max_out_buffer_kb

64

int

network/limits/websocket_client/max_out_packets

1024

int

network/limits/websocket_server/max_in_buffer_kb

64

int

network/limits/websocket_server/max_in_packets

1024

int

network/limits/websocket_server/max_out_buffer_kb

64

int

network/limits/websocket_server/max_out_packets

1024

int

network/remote_fs/page_read_ahead

4

int

network/remote_fs/page_size

65536

String

network/ssl/certificates

""

int

node/name_casing

0

int

node/name_num_separator

0

int

physics/2d/bp_hash_table_size

4096

float

physics/2d/bvh_collision_margin

1.0

int

physics/2d/cell_size

128

float

physics/2d/default_angular_damp

1.0

int

physics/2d/default_gravity

98

Vector2

physics/2d/default_gravity_vector

Vector2( 0, 1 )

float

physics/2d/default_linear_damp

0.1

int

physics/2d/large_object_surface_threshold_in_cells

512

String

physics/2d/physics_engine

"DEFAULT"

float

physics/2d/sleep_threshold_angular

0.139626

float

physics/2d/sleep_threshold_linear

2.0

int

physics/2d/thread_model

1

float

physics/2d/time_before_sleep

0.5

bool

physics/2d/use_bvh

true

bool

physics/3d/active_soft_world

true

float

physics/3d/default_angular_damp

0.1

float

physics/3d/default_gravity

9.8

Vector3

physics/3d/default_gravity_vector

Vector3( 0, -1, 0 )

float

physics/3d/default_linear_damp

0.1

float

physics/3d/godot_physics/bvh_collision_margin

0.1

bool

physics/3d/godot_physics/use_bvh

true

String

physics/3d/physics_engine

"DEFAULT"

bool

physics/3d/smooth_trimesh_collision

false

bool

physics/common/enable_object_picking

true

bool

physics/common/enable_pause_aware_picking

false

int

physics/common/physics_fps

60

bool

physics/common/physics_interpolation

false

float

physics/common/physics_jitter_fix

0.5

int

rendering/2d/opengl/batching_send_null

0

int

rendering/2d/opengl/batching_stream

0

int

rendering/2d/opengl/legacy_orphan_buffers

0

int

rendering/2d/opengl/legacy_stream

0

int

rendering/2d/options/ninepatch_mode

1

bool

rendering/2d/options/use_nvidia_rect_flicker_workaround

false

bool

rendering/2d/options/use_software_skinning

true

bool

rendering/2d/snapping/use_gpu_pixel_snap

false

bool

rendering/batching/debug/diagnose_frame

false

bool

rendering/batching/debug/flash_batching

false

int

rendering/batching/lights/max_join_items

32

float

rendering/batching/lights/scissor_area_threshold

1.0

bool

rendering/batching/options/single_rect_fallback

false

bool

rendering/batching/options/use_batching

true

bool

rendering/batching/options/use_batching_in_editor

true

int

rendering/batching/parameters/batch_buffer_size

16384

float

rendering/batching/parameters/colored_vertex_format_threshold

0.25

int

rendering/batching/parameters/item_reordering_lookahead

4

int

rendering/batching/parameters/max_join_item_commands

16

bool

rendering/batching/precision/uv_contract

false

int

rendering/batching/precision/uv_contract_amount

100

int

rendering/cpu_lightmapper/quality/high_quality_ray_count

512

int

rendering/cpu_lightmapper/quality/low_quality_ray_count

64

int

rendering/cpu_lightmapper/quality/medium_quality_ray_count

256

int

rendering/cpu_lightmapper/quality/ultra_quality_ray_count

1024

Color

rendering/environment/default_clear_color

Color( 0.3, 0.3, 0.3, 1 )

String

rendering/environment/default_environment

""

bool

rendering/gles2/compatibility/disable_half_float

false

bool

rendering/gles2/compatibility/disable_half_float.iOS

true

bool

rendering/gles2/compatibility/enable_high_float.Android

false

bool

rendering/gles3/shaders/log_active_async_compiles_count

false

int

rendering/gles3/shaders/max_simultaneous_compiles

2

int

rendering/gles3/shaders/max_simultaneous_compiles.mobile

1

int

rendering/gles3/shaders/max_simultaneous_compiles.web

1

int

rendering/gles3/shaders/shader_cache_size_mb

512

int

rendering/gles3/shaders/shader_cache_size_mb.mobile

128

int

rendering/gles3/shaders/shader_cache_size_mb.web

128

int

rendering/gles3/shaders/shader_compilation_mode

0

int

rendering/gles3/shaders/shader_compilation_mode.mobile

0

int

rendering/gles3/shaders/shader_compilation_mode.web

0

int

rendering/limits/buffers/blend_shape_max_buffer_size_kb

4096

int

rendering/limits/buffers/canvas_polygon_buffer_size_kb

128

int

rendering/limits/buffers/canvas_polygon_index_buffer_size_kb

128

int

rendering/limits/buffers/immediate_buffer_size_kb

2048

int

rendering/limits/rendering/max_lights_per_object

32

int

rendering/limits/rendering/max_renderable_elements

65536

int

rendering/limits/rendering/max_renderable_lights

4096

int

rendering/limits/rendering/max_renderable_reflections

1024

float

rendering/limits/time/time_rollover_secs

3600

bool

rendering/misc/lossless_compression/force_png

false

int

rendering/misc/lossless_compression/webp_compression_level

2

bool

rendering/misc/mesh_storage/split_stream

false

int

rendering/misc/occlusion_culling/max_active_polygons

8

int

rendering/misc/occlusion_culling/max_active_spheres

8

bool

rendering/portals/advanced/flip_imported_portals

false

bool

rendering/portals/debug/logging

true

bool

rendering/portals/gameplay/use_signals

true

bool

rendering/portals/optimize/remove_danglers

true

bool

rendering/portals/pvs/pvs_logging

false

bool

rendering/portals/pvs/use_simple_pvs

false

bool

rendering/quality/depth/hdr

true

bool

rendering/quality/depth/hdr.mobile

false

bool

rendering/quality/depth/use_32_bpc_depth

false

String

rendering/quality/depth_prepass/disable_for_vendors

"PowerVR,Mali,Adreno,Apple"

bool

rendering/quality/depth_prepass/enable

true

int

rendering/quality/directional_shadow/size

4096

int

rendering/quality/directional_shadow/size.mobile

2048

String

rendering/quality/driver/driver_name

"GLES3"

bool

rendering/quality/driver/fallback_to_gles2

false

int

rendering/quality/filters/anisotropic_filter_level

4

int

rendering/quality/filters/msaa

0

float

rendering/quality/filters/sharpen_intensity

0.0

bool

rendering/quality/filters/use_debanding

false

bool

rendering/quality/filters/use_fxaa

false

bool

rendering/quality/filters/use_nearest_mipmap_filter

false

int

rendering/quality/intended_usage/framebuffer_allocation

2

int

rendering/quality/intended_usage/framebuffer_allocation.mobile

3

bool

rendering/quality/lightmapping/use_bicubic_sampling

true

bool

rendering/quality/lightmapping/use_bicubic_sampling.mobile

false

int

rendering/quality/reflections/atlas_size

2048

int

rendering/quality/reflections/atlas_subdiv

8

bool

rendering/quality/reflections/high_quality_ggx

true

bool

rendering/quality/reflections/high_quality_ggx.mobile

false

int

rendering/quality/reflections/irradiance_max_size

128

bool

rendering/quality/reflections/texture_array_reflections

true

bool

rendering/quality/reflections/texture_array_reflections.mobile

false

bool

rendering/quality/shading/force_blinn_over_ggx

false

bool

rendering/quality/shading/force_blinn_over_ggx.mobile

true

bool

rendering/quality/shading/force_lambert_over_burley

false

bool

rendering/quality/shading/force_lambert_over_burley.mobile

true

bool

rendering/quality/shading/force_vertex_shading

false

bool

rendering/quality/shading/force_vertex_shading.mobile

true

bool

rendering/quality/shading/use_physical_light_attenuation

false

int

rendering/quality/shadow_atlas/cubemap_size

512

int

rendering/quality/shadow_atlas/quadrant_0_subdiv

1

int

rendering/quality/shadow_atlas/quadrant_1_subdiv

2

int

rendering/quality/shadow_atlas/quadrant_2_subdiv

3

int

rendering/quality/shadow_atlas/quadrant_3_subdiv

4

int

rendering/quality/shadow_atlas/size

4096

int

rendering/quality/shadow_atlas/size.mobile

2048

int

rendering/quality/shadows/filter_mode

1

int

rendering/quality/shadows/filter_mode.mobile

0

bool

rendering/quality/skinning/force_software_skinning

false

bool

rendering/quality/skinning/software_skinning_fallback

true

float

rendering/quality/spatial_partitioning/bvh_collision_margin

0.1

float

rendering/quality/spatial_partitioning/render_tree_balance

0.0

bool

rendering/quality/spatial_partitioning/use_bvh

true

bool

rendering/quality/subsurface_scattering/follow_surface

false

int

rendering/quality/subsurface_scattering/quality

1

int

rendering/quality/subsurface_scattering/scale

1.0

bool

rendering/quality/subsurface_scattering/weight_samples

true

bool

rendering/quality/voxel_cone_tracing/high_quality

false

int

rendering/threads/thread_model

1

bool

rendering/threads/thread_safe_bvh

false

bool

rendering/vram_compression/import_bptc

false

bool

rendering/vram_compression/import_etc

false

bool

rendering/vram_compression/import_etc2

true

bool

rendering/vram_compression/import_pvrtc

false

bool

rendering/vram_compression/import_s3tc

true

int

world/2d/cell_size

100

Methods

void

add_property_info ( Dictionary hint )

void

clear ( String name )

int

get_order ( String name ) const

Variant

get_setting ( String name ) const

String

globalize_path ( String path ) const

bool

has_setting ( String name ) const

bool

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

String

localize_path ( String path ) const

bool

property_can_revert ( String name )

Variant

property_get_revert ( String name )

Error

save ( )

Error

save_custom ( String file )

void

set_initial_value ( String name, Variant value )

void

set_order ( String name, int position )

void

set_setting ( String name, Variant value )


Signals

project_settings_changed ( )

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


Property Descriptions

String android/modules = ""

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

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


Color application/boot_splash/bg_color = Color( 0.14, 0.14, 0.14, 1 )

Background color for the boot splash.


bool application/boot_splash/fullsize = true

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


String application/boot_splash/image = ""

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

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


bool application/boot_splash/show_image = true

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


bool application/boot_splash/use_filter = true

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


String application/config/custom_user_dir_name = ""

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

The 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 = ""

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


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 = ""

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

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


bool application/config/use_custom_user_dir = false

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

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

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

Note: Restart the application after changing this setting.

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


String application/config/windows_native_icon = ""

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


bool application/run/delta_smoothing = true

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

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

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


bool application/run/delta_sync_after_draw = false

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


bool application/run/disable_stderr = false

If 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 = false

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

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


bool application/run/flush_stdout_on_print = false

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

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

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

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


bool application/run/flush_stdout_on_print.debug = true

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

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


int application/run/frame_delay_msec = 0

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


bool application/run/low_processor_mode = false

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


int application/run/low_processor_mode_sleep_usec = 6900

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


String application/run/main_scene = ""

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


float audio/channel_disable_threshold_db = -60.0

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


float audio/channel_disable_time = 2.0

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


String audio/default_bus_layout = "res://default_bus_layout.tres"

Default 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 = false

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

Note: If the operating system blocks access to audio input devices (due to the user's privacy settings), audio capture will only return silence. On Windows 10 and later, make sure that apps are allowed to access the microphone in the OS' privacy settings.


int audio/mix_rate = 44100

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


int audio/mix_rate.web = 0

Safer override for 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 = 15

Specifies the preferred output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.

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

Note: This setting is ignored on Windows.


int audio/output_latency.web = 50

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


int audio/video_delay_compensation_ms = 0

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

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


int compression/formats/zlib/compression_level = -1

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


int compression/formats/zstd/compression_level = 3

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


bool compression/formats/zstd/long_distance_matching = false

Enables long-distance matching in Zstandard.


int compression/formats/zstd/window_log_size = 27

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


bool debug/gdscript/completion/autocomplete_setters_and_getters = false

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


bool debug/gdscript/warnings/constant_used_as_function = true

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


bool debug/gdscript/warnings/deprecated_keyword = true

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


bool debug/gdscript/warnings/enable = true

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


bool debug/gdscript/warnings/exclude_addons = true

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


bool debug/gdscript/warnings/export_hint_type_mistmatch = true

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


bool debug/gdscript/warnings/function_conflicts_constant = true

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


bool debug/gdscript/warnings/function_conflicts_variable = true

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


bool debug/gdscript/warnings/function_may_yield = true

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


bool debug/gdscript/warnings/function_used_as_property = true

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


bool debug/gdscript/warnings/incompatible_ternary = true

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


bool debug/gdscript/warnings/integer_division = true

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


bool debug/gdscript/warnings/narrowing_conversion = true

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


bool debug/gdscript/warnings/property_used_as_function = true

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


bool debug/gdscript/warnings/return_value_discarded = true

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


bool debug/gdscript/warnings/shadowed_variable = true

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


bool debug/gdscript/warnings/standalone_expression = true

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


bool debug/gdscript/warnings/standalone_ternary = true

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


bool debug/gdscript/warnings/treat_warnings_as_errors = false

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


bool debug/gdscript/warnings/unassigned_variable = true

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


bool debug/gdscript/warnings/unassigned_variable_op_assign = true

If 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

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


bool debug/gdscript/warnings/unsafe_call_argument = false

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


bool debug/gdscript/warnings/unsafe_cast = false

If true, enables warnings when performing an unsafe cast.


bool debug/gdscript/warnings/unsafe_method_access = false

If 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 = false

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


bool debug/gdscript/warnings/unused_argument = true

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


bool debug/gdscript/warnings/unused_class_variable = false

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


bool debug/gdscript/warnings/unused_signal = true

If true, enables warnings when a signal is unused.


bool debug/gdscript/warnings/unused_variable = true

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


bool debug/gdscript/warnings/variable_conflicts_function = true

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


bool debug/gdscript/warnings/void_assignment = true

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


String debug/settings/crash_handler/message = "Please include this when reporting the bug to the project developer."

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


String debug/settings/crash_handler/message.editor = "Please include this when reporting the bug on: https://github.com/godotengine/godot/issues"

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


int debug/settings/fps/force_fps = 0

Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging. See also physics/common/physics_fps.

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

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

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


int debug/settings/gdscript/max_call_stack = 1024

Maximum call stack allowed for debugging GDScript.


bool debug/settings/physics_interpolation/enable_warnings = true

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

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


int debug/settings/profiler/max_functions = 16384

Maximum amount of functions per frame allowed when profiling.


bool debug/settings/stdout/print_fps = false

Print frames per second to standard output every second.


bool debug/settings/stdout/verbose_stdout = false

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 = 1024

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


Color debug/shapes/collision/contact_color = Color( 1, 0.2, 0.1, 0.8 )

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


bool debug/shapes/collision/draw_2d_outlines = true

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


int debug/shapes/collision/max_contacts_displayed = 10000

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( 0, 0.6, 0.7, 0.42 )

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


Color debug/shapes/navigation/disabled_geometry_color = Color( 1, 0.7, 0.1, 0.4 )

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


Color debug/shapes/navigation/geometry_color = Color( 0.1, 1, 0.7, 0.4 )

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


String display/mouse_cursor/custom_image = ""

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


Vector2 display/mouse_cursor/custom_image_hotspot = Vector2( 0, 0 )

Hotspot for the custom mouse cursor image.


Vector2 display/mouse_cursor/tooltip_position_offset = Vector2( 10, 10 )

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


bool display/window/dpi/allow_hidpi = false

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


bool display/window/energy_saving/keep_screen_on = true

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


String display/window/handheld/orientation = "landscape"

The default screen orientation to use on mobile devices.

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


bool display/window/ios/hide_home_indicator = true

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


bool display/window/per_pixel_transparency/allowed = false

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

See OS.window_per_pixel_transparency_enabled for more details.

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


bool display/window/per_pixel_transparency/enabled = false

Sets the window background to transparent when it starts.

See OS.window_per_pixel_transparency_enabled for more details.

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


bool display/window/size/always_on_top = false

Forces the main window to be always on top.

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


bool display/window/size/borderless = false

Forces the main window to be borderless.

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


bool display/window/size/fullscreen = false

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

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

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


int display/window/size/height = 600

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


bool display/window/size/resizable = true

Allows the window to be resizable by default.

Note: This setting is ignored on iOS.


int display/window/size/test_height = 0

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


int display/window/size/test_width = 0

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


int display/window/size/width = 1024

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


String display/window/tablet_driver

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


bool display/window/vsync/use_vsync = true

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


bool display/window/vsync/vsync_via_compositor = false

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

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


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.

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

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

prime-run %command%

int editor/scene_naming = 0

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

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

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

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


String editor/script_templates_search_path = "res://script_templates"

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


PoolStringArray editor/search_in_file_extensions = PoolStringArray( "gd", "gdshader", "shader" )

Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. tscn if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.


bool editor/version_control_autoload_on_startup = false

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


String editor/version_control_plugin_name = ""

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


int gui/common/default_scroll_deadzone = 0

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


bool gui/common/drop_mouse_on_gui_input_disabled = false

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

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

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

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


bool gui/common/swap_ok_cancel

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


int gui/common/text_edit_undo_stack_max_size = 1024

There is currently no description for this property. Please help us by contributing one!


String gui/theme/custom = ""

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


String gui/theme/custom_font = ""

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


bool gui/theme/use_hidpi = false

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


int gui/timers/incremental_search_max_interval_msec = 2000

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


float gui/timers/text_edit_idle_detect_sec = 3

Timer for detecting idle in TextEdit (in seconds).


float gui/timers/tooltip_delay_sec = 0.5

Default delay for tooltips (in seconds).


Dictionary input/ui_accept

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

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


Dictionary input/ui_cancel

Default 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

Default InputEventAction to move down in the UI.

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


Dictionary input/ui_end

Default 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.KEY_END 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

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

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


Dictionary input/ui_focus_prev

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

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

Default 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.KEY_HOME 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

Default 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

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

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


Dictionary input/ui_page_up

Default InputEventAction to go up a page in a Control (e.g. in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_PAGEUP 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

Default InputEventAction to move right in the UI.

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


Dictionary input/ui_select

Default 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

Default 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 = false

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

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

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

Note: Currently implemented only in Android.


bool input_devices/pointing/emulate_mouse_from_touch = true

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


bool input_devices/pointing/emulate_touch_from_mouse = false

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


float input_devices/pointing/ios/touch_delay = 0.15

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


String layer_names/2d_navigation/layer_1 = ""

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


String layer_names/2d_navigation/layer_10 = ""

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


String layer_names/2d_navigation/layer_11 = ""

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


String layer_names/2d_navigation/layer_12 = ""

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


String layer_names/2d_navigation/layer_13 = ""

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


String layer_names/2d_navigation/layer_14 = ""

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


String layer_names/2d_navigation/layer_15 = ""

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


String layer_names/2d_navigation/layer_16 = ""

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


String layer_names/2d_navigation/layer_17 = ""

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


String layer_names/2d_navigation/layer_18 = ""

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


String layer_names/2d_navigation/layer_19 = ""

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


String layer_names/2d_navigation/layer_2 = ""

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


String layer_names/2d_navigation/layer_20 = ""

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


String layer_names/2d_navigation/layer_21 = ""

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


String layer_names/2d_navigation/layer_22 = ""

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


String layer_names/2d_navigation/layer_23 = ""

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


String layer_names/2d_navigation/layer_24 = ""

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


String layer_names/2d_navigation/layer_25 = ""

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


String layer_names/2d_navigation/layer_26 = ""

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


String layer_names/2d_navigation/layer_27 = ""

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


String layer_names/2d_navigation/layer_28 = ""

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


String layer_names/2d_navigation/layer_29 = ""

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


String layer_names/2d_navigation/layer_3 = ""

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


String layer_names/2d_navigation/layer_30 = ""

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


String layer_names/2d_navigation/layer_31 = ""

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


String layer_names/2d_navigation/layer_32 = ""

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


String layer_names/2d_navigation/layer_4 = ""

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


String layer_names/2d_navigation/layer_5 = ""

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


String layer_names/2d_navigation/layer_6 = ""

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


String layer_names/2d_navigation/layer_7 = ""

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


String layer_names/2d_navigation/layer_8 = ""

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


String layer_names/2d_navigation/layer_9 = ""

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


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_navigation/layer_1 = ""

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


String layer_names/3d_navigation/layer_10 = ""

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


String layer_names/3d_navigation/layer_11 = ""

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


String layer_names/3d_navigation/layer_12 = ""

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


String layer_names/3d_navigation/layer_13 = ""

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


String layer_names/3d_navigation/layer_14 = ""

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


String layer_names/3d_navigation/layer_15 = ""

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


String layer_names/3d_navigation/layer_16 = ""

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


String layer_names/3d_navigation/layer_17 = ""

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


String layer_names/3d_navigation/layer_18 = ""

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


String layer_names/3d_navigation/layer_19 = ""

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


String layer_names/3d_navigation/layer_2 = ""

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


String layer_names/3d_navigation/layer_20 = ""

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


String layer_names/3d_navigation/layer_21 = ""

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


String layer_names/3d_navigation/layer_22 = ""

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


String layer_names/3d_navigation/layer_23 = ""

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


String layer_names/3d_navigation/layer_24 = ""

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


String layer_names/3d_navigation/layer_25 = ""

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


String layer_names/3d_navigation/layer_26 = ""

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


String layer_names/3d_navigation/layer_27 = ""

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


String layer_names/3d_navigation/layer_28 = ""

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


String layer_names/3d_navigation/layer_29 = ""

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


String layer_names/3d_navigation/layer_3 = ""

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


String layer_names/3d_navigation/layer_30 = ""

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


String layer_names/3d_navigation/layer_31 = ""

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


String layer_names/3d_navigation/layer_32 = ""

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


String layer_names/3d_navigation/layer_4 = ""

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


String layer_names/3d_navigation/layer_5 = ""

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


String layer_names/3d_navigation/layer_6 = ""

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


String layer_names/3d_navigation/layer_7 = ""

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


String layer_names/3d_navigation/layer_8 = ""

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


String layer_names/3d_navigation/layer_9 = ""

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


String layer_names/3d_physics/layer_1 = ""

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"

The locale to fall back to if a translation isn't available in a given language. If left empty, 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 = false

If true, logs all output to files.


bool logging/file_logging/enable_file_logging.pc = true

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


String logging/file_logging/log_path = "user://logs/godot.log"

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


int logging/file_logging/max_log_files = 5

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


int memory/limits/command_queue/multithreading_queue_size_kb = 256

There is currently no description for this property. Please help us by contributing one!


int memory/limits/message_queue/max_size_kb = 4096

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


int memory/limits/multithreaded_server/rid_pool_prealloc = 60

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


int mono/debugger_agent/port = 23685

There is currently no description for this property. Please help us by contributing one!


bool mono/debugger_agent/wait_for_debugger = false

There is currently no description for this property. Please help us by contributing one!


int mono/debugger_agent/wait_timeout = 3000

There is currently no description for this property. Please help us by contributing one!


String mono/profiler/args = "log:calls,alloc,sample,output=output.mlpd"

There is currently no description for this property. Please help us by contributing one!


bool mono/profiler/enabled = false

There is currently no description for this property. Please help us by contributing one!


int mono/runtime/unhandled_exception_policy = 0

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

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


float navigation/2d/default_cell_height = 1.0

Default cell height for 2D navigation maps. See Navigation2DServer.map_set_cell_height.

Note: Currently not implemented.


float navigation/2d/default_cell_size = 1.0

Default cell size for 2D navigation maps. See Navigation2DServer.map_set_cell_size.


float navigation/2d/default_edge_connection_margin = 1.0

Default edge connection margin for 2D navigation maps. See Navigation2DServer.map_set_edge_connection_margin.


float navigation/3d/default_cell_height = 0.25

Default cell height for 3D navigation maps. See NavigationServer.map_set_cell_height.


float navigation/3d/default_cell_size = 0.25

Default cell size for 3D navigation maps. See NavigationServer.map_set_cell_size.


float navigation/3d/default_edge_connection_margin = 0.25

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


Vector3 navigation/3d/default_map_up = Vector3( 0, 1, 0 )

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


int network/limits/debugger_stdout/max_chars_per_second = 2048

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


int network/limits/debugger_stdout/max_errors_per_second = 100

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


int network/limits/debugger_stdout/max_messages_per_frame = 10

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


int network/limits/debugger_stdout/max_warnings_per_second = 100

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


int network/limits/packet_peer_stream/max_buffer_po2 = 16

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


int network/limits/tcp/connect_timeout_seconds = 30

Timeout (in seconds) for connection attempts using TCP.


int network/limits/webrtc/max_channel_in_buffer_kb = 64

Maximum size (in kiB) for the WebRTCDataChannel input buffer.


int network/limits/websocket_client/max_in_buffer_kb = 64

Maximum size (in kiB) for the WebSocketClient input buffer.


int network/limits/websocket_client/max_in_packets = 1024

Maximum number of concurrent input packets for WebSocketClient.


int network/limits/websocket_client/max_out_buffer_kb = 64

Maximum size (in kiB) for the WebSocketClient output buffer.


int network/limits/websocket_client/max_out_packets = 1024

Maximum number of concurrent output packets for WebSocketClient.


int network/limits/websocket_server/max_in_buffer_kb = 64

Maximum size (in kiB) for the WebSocketServer input buffer.


int network/limits/websocket_server/max_in_packets = 1024

Maximum number of concurrent input packets for WebSocketServer.


int network/limits/websocket_server/max_out_buffer_kb = 64

Maximum size (in kiB) for the WebSocketServer output buffer.


int network/limits/websocket_server/max_out_packets = 1024

Maximum number of concurrent output packets for WebSocketServer.


int network/remote_fs/page_read_ahead = 4

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 = 65536

Page size used by remote filesystem (in bytes).


String network/ssl/certificates = ""

The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will 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 = 0

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


int node/name_num_separator = 0

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


int physics/2d/bp_hash_table_size = 4096

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

Note: Not used if physics/2d/use_bvh is enabled.


float physics/2d/bvh_collision_margin = 1.0

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

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

Note: Used only if physics/2d/use_bvh is enabled.


int physics/2d/cell_size = 128

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 = 1.0

The default angular damp in 2D.

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


int physics/2d/default_gravity = 98

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

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

# 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 = Vector2( 0, 1 )

The default gravity direction in 2D.

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

# Set the default gravity direction to `Vector2(0, 1)`.
Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))

float physics/2d/default_linear_damp = 0.1

The default linear damp in 2D.

Note: Good values are in the range 0 to 1. At value 0 objects will keep moving with the same velocity. Values greater than 1 will aim to reduce the velocity to 0 in less than a second e.g. a value of 2 will aim to reduce the velocity to 0 in half a second. A value equal to or greater than the physics frame rate (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 = 512

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

Note: Not used if physics/2d/use_bvh is enabled.


String physics/2d/physics_engine = "DEFAULT"

Sets which physics engine to use for 2D physics.

"DEFAULT" and "GodotPhysics" are the same, as there is currently no alternative 2D physics server implemented.


float physics/2d/sleep_threshold_angular = 0.139626

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


float physics/2d/sleep_threshold_linear = 2.0

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


int physics/2d/thread_model = 1

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

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


float physics/2d/time_before_sleep = 0.5

Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP.


bool physics/2d/use_bvh = true

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 = true

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


float physics/3d/default_angular_damp = 0.1

The default angular damp in 3D.

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


float physics/3d/default_gravity = 9.8

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

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

# 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 = Vector3( 0, -1, 0 )

The default gravity direction in 3D.

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

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

float physics/3d/default_linear_damp = 0.1

The default linear damp in 3D.

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


float physics/3d/godot_physics/bvh_collision_margin = 0.1

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

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

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


bool physics/3d/godot_physics/use_bvh = true

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


String physics/3d/physics_engine = "DEFAULT"

Sets which physics engine to use for 3D physics.

"DEFAULT" is currently the Bullet physics engine. The "GodotPhysics" engine is still supported as an alternative.


bool physics/3d/smooth_trimesh_collision = false

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

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


bool physics/common/enable_object_picking = true

Enables Viewport.physics_object_picking on the root viewport.


bool physics/common/enable_pause_aware_picking = false

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

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

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

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


int physics/common/physics_fps = 60

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

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

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


bool physics/common/physics_interpolation = false

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

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


float physics/common/physics_jitter_fix = 0.5

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

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

Note: Jitter fix is automatically disabled at runtime when physics/common/physics_interpolation is enabled.

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


int rendering/2d/opengl/batching_send_null = 0

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

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


int rendering/2d/opengl/batching_stream = 0

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

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


int rendering/2d/opengl/legacy_orphan_buffers = 0

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

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


int rendering/2d/opengl/legacy_stream = 0

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

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


int rendering/2d/options/ninepatch_mode = 1

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

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


bool rendering/2d/options/use_nvidia_rect_flicker_workaround = false

Some NVIDIA GPU drivers have a bug which produces flickering issues for the draw_rect method, especially as used in TileMap. Refer to GitHub issue 9913 for details.

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


bool rendering/2d/options/use_software_skinning = true

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

Currently only available when 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 = false

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

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

Consider using the project setting rendering/batching/precision/uv_contract to prevent artifacts.


bool rendering/batching/debug/diagnose_frame = false

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


bool rendering/batching/debug/flash_batching = false

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


int rendering/batching/lights/max_join_items = 32

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


float rendering/batching/lights/scissor_area_threshold = 1.0

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


bool rendering/batching/options/single_rect_fallback = false

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


bool rendering/batching/options/use_batching = true

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


bool rendering/batching/options/use_batching_in_editor = true

Switches on 2D batching within the editor.


int rendering/batching/parameters/batch_buffer_size = 16384

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


float rendering/batching/parameters/colored_vertex_format_threshold = 0.25

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


int rendering/batching/parameters/item_reordering_lookahead = 4

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


int rendering/batching/parameters/max_join_item_commands = 16

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


bool rendering/batching/precision/uv_contract = false

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

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


int rendering/batching/precision/uv_contract_amount = 100

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

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


int rendering/cpu_lightmapper/quality/high_quality_ray_count = 512

Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_HIGH.


int rendering/cpu_lightmapper/quality/low_quality_ray_count = 64

Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_LOW.


int rendering/cpu_lightmapper/quality/medium_quality_ray_count = 256

Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_MEDIUM.


int rendering/cpu_lightmapper/quality/ultra_quality_ray_count = 1024

Amount of light samples taken when using BakedLightmap.BAKE_QUALITY_ULTRA.


Color rendering/environment/default_clear_color = Color( 0.3, 0.3, 0.3, 1 )

Default background clear color. Overridable per 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 = false

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


bool rendering/gles2/compatibility/disable_half_float.iOS = true

iOS specific override for 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 = false

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

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


bool rendering/gles3/shaders/log_active_async_compiles_count = false

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

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

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


int rendering/gles3/shaders/max_simultaneous_compiles = 2

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

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

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

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

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


int rendering/gles3/shaders/max_simultaneous_compiles.mobile = 1

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

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

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


int rendering/gles3/shaders/max_simultaneous_compiles.web = 1

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

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

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


int rendering/gles3/shaders/shader_cache_size_mb = 512

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

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


int rendering/gles3/shaders/shader_cache_size_mb.mobile = 128

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

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


int rendering/gles3/shaders/shader_cache_size_mb.web = 128

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

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

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


int rendering/gles3/shaders/shader_compilation_mode = 0

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

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

Depending on the SpatialMaterial.async_mode mode configured for a given material, the fallback will be an "ubershader" (the default) or just skip rendering any item it is applied to. In custom ShaderMaterials, the async mode is set using render_mode async_visible; (default) or render_mode async_hidden; at the top of the shader.

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

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

Note: Asynchronous compilation requires driver support for the GL_ARB_get_program_binary OpenGL extension. This extension is supported by all hardware that supports OpenGL 4.1 or higher as well as most hardware that supports OpenGL 3.3 or higher.

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


int rendering/gles3/shaders/shader_compilation_mode.mobile = 0

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

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


int rendering/gles3/shaders/shader_compilation_mode.web = 0

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

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


int rendering/limits/buffers/blend_shape_max_buffer_size_kb = 4096

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


int rendering/limits/buffers/canvas_polygon_buffer_size_kb = 128

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


int rendering/limits/buffers/canvas_polygon_index_buffer_size_kb = 128

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


int rendering/limits/buffers/immediate_buffer_size_kb = 2048

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 = 32

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


int rendering/limits/rendering/max_renderable_elements = 65536

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


int rendering/limits/rendering/max_renderable_lights = 4096

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


int rendering/limits/rendering/max_renderable_reflections = 1024

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


float rendering/limits/time/time_rollover_secs = 3600

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


bool rendering/misc/lossless_compression/force_png = false

If 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 = 2

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


bool rendering/misc/mesh_storage/split_stream = false

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


int rendering/misc/occlusion_culling/max_active_polygons = 8

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

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

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


int rendering/misc/occlusion_culling/max_active_spheres = 8

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

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


bool rendering/portals/advanced/flip_imported_portals = false

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

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

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


bool rendering/portals/debug/logging = true

Show conversion logs.

Note: This will automatically be disabled in exports.


bool rendering/portals/gameplay/use_signals = true

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


bool rendering/portals/optimize/remove_danglers = true

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

Reducing the number of 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 = false

Show logs during PVS generation.

Note: This will automatically be disabled in exports.


bool rendering/portals/pvs/use_simple_pvs = false

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

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


bool rendering/quality/depth/hdr = true

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

Note: Only available on the GLES3 backend.


bool rendering/quality/depth/hdr.mobile = false

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

Note: Only available on the GLES3 backend.


bool rendering/quality/depth/use_32_bpc_depth = false

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

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

Note: Only available on the GLES3 backend.


String rendering/quality/depth_prepass/disable_for_vendors = "PowerVR,Mali,Adreno,Apple"

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


bool rendering/quality/depth_prepass/enable = true

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


int rendering/quality/directional_shadow/size = 4096

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


int rendering/quality/directional_shadow/size.mobile = 2048

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


String rendering/quality/driver/driver_name = "GLES3"

The video driver to use ("GLES2" or "GLES3").

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


bool rendering/quality/driver/fallback_to_gles2 = false

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

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


int rendering/quality/filters/anisotropic_filter_level = 4

Maximum anisotropic filter level used for textures with anisotropy enabled. Higher values will result in sharper textures when viewed from oblique angles, at the cost of performance. With the exception of 1, only power-of-two values are valid (2, 4, 8, 16). A value of 1 forcibly disables anisotropic filtering, even on textures where it is enabled.

Note: For performance reasons, anisotropic filtering is not enabled by default on textures. For this setting to have an effect, anisotropic texture filtering can be enabled by selecting a texture in the FileSystem dock, going to the Import dock, checking the Anisotropic checkbox then clicking Reimport. However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference.

Note: This property is only read when the project starts. There is currently no way to change this setting at run-time.


int rendering/quality/filters/msaa = 0

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

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


float rendering/quality/filters/sharpen_intensity = 0.0

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


bool rendering/quality/filters/use_debanding = false

If true, uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is not affected by debanding unless the Environment.background_mode is Environment.BG_CANVAS. In this case, rendering/quality/intended_usage/framebuffer_allocation must also be set to 3D.

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.

Note: This property is only read when the project starts. To set debanding at run-time, set Viewport.debanding on the root Viewport instead.


bool rendering/quality/filters/use_fxaa = false

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


bool rendering/quality/filters/use_nearest_mipmap_filter = false

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


int rendering/quality/intended_usage/framebuffer_allocation = 2

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


int rendering/quality/intended_usage/framebuffer_allocation.mobile = 3

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


bool rendering/quality/lightmapping/use_bicubic_sampling = true

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


bool rendering/quality/lightmapping/use_bicubic_sampling.mobile = false

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


int rendering/quality/reflections/atlas_size = 2048

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


int rendering/quality/reflections/atlas_subdiv = 8

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


bool rendering/quality/reflections/high_quality_ggx = true

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


bool rendering/quality/reflections/high_quality_ggx.mobile = false

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


int rendering/quality/reflections/irradiance_max_size = 128

Limits the size of the irradiance map which is normally determined by 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

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


bool rendering/quality/reflections/texture_array_reflections.mobile = false

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


bool rendering/quality/shading/force_blinn_over_ggx = false

If 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 = true

Lower-end override for 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 = false

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


bool rendering/quality/shading/force_lambert_over_burley.mobile = true

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


bool rendering/quality/shading/force_vertex_shading = false

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

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

Note: This setting does not affect unshaded materials.


bool rendering/quality/shading/force_vertex_shading.mobile = true

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


bool rendering/quality/shading/use_physical_light_attenuation = false

If 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 = 512

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


int rendering/quality/shadow_atlas/quadrant_0_subdiv = 1

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


int rendering/quality/shadow_atlas/quadrant_1_subdiv = 2

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


int rendering/quality/shadow_atlas/quadrant_2_subdiv = 3

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


int rendering/quality/shadow_atlas/quadrant_3_subdiv = 4

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


int rendering/quality/shadow_atlas/size = 4096

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


int rendering/quality/shadow_atlas/size.mobile = 2048

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


int rendering/quality/shadows/filter_mode = 1

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

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


int rendering/quality/shadows/filter_mode.mobile = 0

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


bool rendering/quality/skinning/force_software_skinning = false

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

See also rendering/quality/skinning/software_skinning_fallback.


bool rendering/quality/skinning/software_skinning_fallback = true

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

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

See also 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/bvh_collision_margin = 0.1

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

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

Note: Used only if rendering/quality/spatial_partitioning/use_bvh is enabled.


float rendering/quality/spatial_partitioning/render_tree_balance = 0.0

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

Larger branches can increase performance significantly in some projects.

Note: Not used if rendering/quality/spatial_partitioning/use_bvh is enabled.


bool rendering/quality/spatial_partitioning/use_bvh = true

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 = false

Improves quality of subsurface scattering, but cost significantly increases.


int rendering/quality/subsurface_scattering/quality = 1

Quality setting for subsurface scattering (samples taken).


int rendering/quality/subsurface_scattering/scale = 1.0

Max radius used for subsurface scattering samples.


bool rendering/quality/subsurface_scattering/weight_samples = true

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


bool rendering/quality/voxel_cone_tracing/high_quality = false

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


int rendering/threads/thread_model = 1

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


bool rendering/threads/thread_safe_bvh = false

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

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


bool rendering/vram_compression/import_bptc = false

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

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


bool rendering/vram_compression/import_etc = false

If true, the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures.

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


bool rendering/vram_compression/import_etc2 = true

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

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


bool rendering/vram_compression/import_pvrtc = false

If true, the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS.

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


bool rendering/vram_compression/import_s3tc = true

If true, the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.

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


int world/2d/cell_size = 100

Cell size used for the 2D hash grid that VisibilityNotifier2D uses (in pixels).


Method Descriptions

void add_property_info ( Dictionary hint )

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

Example:

ProjectSettings.set("category/property_name", 0)

var property_info = {
    "name": "category/property_name",
    "type": TYPE_INT,
    "hint": PROPERTY_HINT_ENUM,
    "hint_string": "one,two,three"
}

ProjectSettings.add_property_info(property_info)

void 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:

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

String globalize_path ( String path ) const

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

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

Returns true if a configuration value is present.


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

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

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

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


String localize_path ( String path ) const

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


bool property_can_revert ( String name )

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


Variant property_get_revert ( String name )

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


Error save ( )

Saves the configuration to the project.godot file.

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


Error save_custom ( String file )

Saves the configuration to a custom file. The file extension must be .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.


void set_initial_value ( String name, Variant value )

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


void set_order ( String name, int position )

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


void set_setting ( String name, Variant value )

Sets the value of a setting.

Example:

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

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