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EditorSettings¶
Inherits: Resource < RefCounted < Object
Object that holds the project-independent editor settings.
Description¶
Object that holds the project-independent editor settings. These settings are generally visible in the Editor > Editor Settings menu.
Property names use slash delimiters to distinguish sections. Setting values can be of any Variant type. It's recommended to use snake_case
for editor settings to be consistent with the Godot editor itself.
Accessing the settings can be done using the following methods, such as:
var settings = EditorInterface.get_editor_settings()
# `settings.set("some/property", 10)` also works as this class overrides `_set()` internally.
settings.set_setting("some/property", 10)
# `settings.get("some/property")` also works as this class overrides `_get()` internally.
settings.get_setting("some/property")
var list_of_settings = settings.get_property_list()
EditorSettings settings = EditorInterface.Singleton.GetEditorSettings();
// `settings.set("some/property", value)` also works as this class overrides `_set()` internally.
settings.SetSetting("some/property", Value);
// `settings.get("some/property", value)` also works as this class overrides `_get()` internally.
settings.GetSetting("some/property");
Godot.Collections.Array<Godot.Collections.Dictionary> listOfSettings = settings.GetPropertyList();
Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_editor_settings.