Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

ConfigFile

Inherits: RefCounted < Object

Helper class to handle INI-style files.

Description

This helper class can be used to store Variant values on the filesystem using INI-style formatting. The stored values are identified by a section and a key:

[section]
some_key=42
string_example="Hello World3D!"
a_vector=Vector3(1, 0, 2)

The stored data can be saved to or parsed from a file, though ConfigFile objects can also be used directly without accessing the filesystem.

The following example shows how to create a simple ConfigFile and save it on disc:

# Create new ConfigFile object.
var config = ConfigFile.new()

# Store some values.
config.set_value("Player1", "player_name", "Steve")
config.set_value("Player1", "best_score", 10)
config.set_value("Player2", "player_name", "V3geta")
config.set_value("Player2", "best_score", 9001)

# Save it to a file (overwrite if already exists).
config.save("user://scores.cfg")

This example shows how the above file could be loaded:

var score_data = {}
var config = ConfigFile.new()

# Load data from a file.
var err = config.load("user://scores.cfg")

# If the file didn't load, ignore it.
if err != OK:
    return

# Iterate over all sections.
for player in config.get_sections():
    # Fetch the data for each section.
    var player_name = config.get_value(player, "player_name")
    var player_score = config.get_value(player, "best_score")
    score_data[player_name] = player_score

Any operation that mutates the ConfigFile such as set_value, clear, or erase_section, only changes what is loaded in memory. If you want to write the change to a file, you have to save the changes with save, save_encrypted, or save_encrypted_pass.

Keep in mind that section and property names can't contain spaces. Anything after a space will be ignored on save and on load.

ConfigFiles can also contain manually written comment lines starting with a semicolon (;). Those lines will be ignored when parsing the file. Note that comments will be lost when saving the ConfigFile. This can still be useful for dedicated server configuration files, which are typically never overwritten without explicit user action.

Note: The file extension given to a ConfigFile does not have any impact on its formatting or behavior. By convention, the .cfg extension is used here, but any other extension such as .ini is also valid. Since neither .cfg nor .ini are standardized, Godot's ConfigFile formatting may differ from files written by other programs.

Methods

void

clear ( )

String

encode_to_text ( ) const

void

erase_section ( String section )

void

erase_section_key ( String section, String key )

PackedStringArray

get_section_keys ( String section ) const

PackedStringArray

get_sections ( ) const

Variant

get_value ( String section, String key, Variant default=null ) const

bool

has_section ( String section ) const

bool

has_section_key ( String section, String key ) const

Error

load ( String path )

Error

load_encrypted ( String path, PackedByteArray key )

Error

load_encrypted_pass ( String path, String password )

Error

parse ( String data )

Error

save ( String path )

Error

save_encrypted ( String path, PackedByteArray key )

Error

save_encrypted_pass ( String path, String password )

void

set_value ( String section, String key, Variant value )


Method Descriptions

void clear ( )

Removes the entire contents of the config.


String encode_to_text ( ) const

Obtain the text version of this config file (the same text that would be written to a file).


void erase_section ( String section )

Deletes the specified section along with all the key-value pairs inside. Raises an error if the section does not exist.


void erase_section_key ( String section, String key )

Deletes the specified key in a section. Raises an error if either the section or the key do not exist.


PackedStringArray<