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¶
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rendering/batching/parameters/colored_vertex_format_threshold |
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rendering/limits/buffers/canvas_polygon_index_buffer_size_kb |
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rendering/quality/intended_usage/framebuffer_allocation.mobile |
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rendering/quality/reflections/texture_array_reflections.mobile |
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Methods¶
void |
add_property_info ( Dictionary hint ) |
void |
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get_setting ( String name ) const |
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globalize_path ( String path ) const |
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has_setting ( String name ) const |
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load_resource_pack ( String pack, bool replace_files=true, int offset=0 ) |
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localize_path ( String path ) const |
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property_can_revert ( String name ) |
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property_get_revert ( String name ) |
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save ( ) |
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save_custom ( String file ) |
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void |
set_initial_value ( String name, Variant value ) |
void |
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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)
.
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