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.

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.

Properties

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/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

String

application/config/windows_native_icon

""

bool

application/run/disable_stderr

false

bool

application/run/disable_stdout

false

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

"PulseAudio"

bool

audio/enable_audio_input

false

int

audio/mix_rate

44100

int

audio/output_latency

15

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/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 on https://github.com/godotengine/godot/issues"

int

debug/settings/fps/force_fps

0

int

debug/settings/gdscript/max_call_stack

1024

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 )

int

debug/shapes/collision/max_contacts_displayed

10000

Color

debug/shapes/collision/shape_color

Color( 0, 0.6, 0.7, 0.5 )

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

bool

display/window/vsync/use_vsync

true

bool

display/window/vsync/vsync_via_compositor

false

String

editor/script_templates_search_path

"res://script_templates"

PackedStringArray

editor/search_in_file_extensions

PackedStringArray( "gd", "shader" )

int

gui/common/default_scroll_deadzone

0

bool

gui/common/swap_ok_cancel

false

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/pointing/emulate_mouse_from_touch

true

bool

input_devices/pointing/emulate_touch_from_mouse

false

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_3

""

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_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_3

""

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

String

logging/file_logging/log_path

"user://logs/log.txt"

int

logging/file_logging/max_log_files

10

int

memory/limits/message_queue/max_size_kb

1024

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/unhandled_exception_policy

0

int

network/limits/debugger/max_chars_per_second

32768

int

network/limits/debugger/max_errors_per_second

400

int

network/limits/debugger/max_queued_messages

2048

int

network/limits/debugger/max_warnings_per_second

400

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

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/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

String

physics/3d/physics_engine

"DEFAULT"

bool

physics/common/enable_object_picking

true

int

physics/common/physics_fps

60

float

physics/common/physics_jitter_fix

0.5

Color

rendering/environment/default_clear_color

Color( 0.3, 0.3, 0.3, 1 )

String

rendering/environment/default_environment

""

int

rendering/limits/rendering/max_renderable_elements

128000

bool

rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround

false

bool

rendering/quality/2d/use_pixel_snap

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

"Vulkan"

int

rendering/quality/filters/depth_of_field_bokeh_quality

2

int

rendering/quality/filters/depth_of_field_bokeh_shape

1

bool

rendering/quality/filters/depth_of_field_use_jitter

false

int

rendering/quality/filters/max_anisotropy

4

int

rendering/quality/filters/msaa

0

int

rendering/quality/filters/screen_space_roughness_limiter

0

float

rendering/quality/filters/screen_space_roughness_limiter_curve

1.0

bool

rendering/quality/filters/use_nearest_mipmap_filter

false

bool

rendering/quality/gi_probes/anisotropic

false

int

rendering/quality/gi_probes/quality

1

int

rendering/quality/intended_usage/framebuffer_allocation

2

int

rendering/quality/intended_usage/framebuffer_allocation.mobile

3

int

rendering/quality/reflection_atlas/reflection_count

64

int

rendering/quality/reflection_atlas/reflection_size

256

int

rendering/quality/reflection_atlas/reflection_size.mobile

128

bool

rendering/quality/reflections/fast_filter_high_quality

false

int

rendering/quality/reflections/ggx_samples

1024

int

rendering/quality/reflections/ggx_samples.mobile

128

int

rendering/quality/reflections/roughness_layers

8

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

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/ssao/half_size

false

int

rendering/quality/ssao/quality

1

int

rendering/threads/thread_model

1

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

rendering/vulkan/descriptor_pools/max_descriptors_per_pool

64

int

rendering/vulkan/staging_buffer/block_size_kb

256

int

rendering/vulkan/staging_buffer/max_size_mb

128

int

rendering/vulkan/staging_buffer/texture_upload_region_size_px

64

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 )

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 )

Property Descriptions

  • Color application/boot_splash/bg_color

Default

Color( 0.14, 0.14, 0.14, 1 )

Background color for the boot splash.


  • bool application/boot_splash/fullsize

Default

true

If true, scale the boot splash image to the full window length when engine starts. If false, the engine will leave it at the default pixel size.


  • String application/boot_splash/image

Default

""

Path to an image used as the boot splash.


  • bool application/boot_splash/use_filter

Default

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

Default

""

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

Default

""

The project's description, displayed as a tooltip in the Project Manager when hovering the project.


  • String application/config/icon

Default

""

Icon used for the project, set when project loads. Exporters will also use this icon when possible.


  • String application/config/macos_native_icon

Default

""

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

Default

""

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.


  • String application/config/project_settings_override

Default

""

Specifies a file to override project settings. For example: user://custom_settings.cfg.

Note: Regardless of this setting's value, res://override.cfg will still be read to override the project settings (see this class' description at the top).


  • bool application/config/use_custom_user_dir

Default

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).


  • String application/config/windows_native_icon

Default

""

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/disable_stderr

Default

false

If true, disables printing to standard error in an exported build.


  • bool application/run/disable_stdout

Default

false

If true, disables printing to standard output in an exported build.


  • int application/run/frame_delay_msec

Default

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

Default

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

Default

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

Default

""

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


  • float audio/channel_disable_threshold_db

Default

-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

Default

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

Default

"res://default_bus_layout.tres"

Default AudioBusLayout resource file to use in the project, unless overridden by the scene.


Default

"PulseAudio"

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

Default

false

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


  • int audio/mix_rate

Default

44100

Mixing rate used for audio. In general, it's better to not touch this and leave it to the host operating system.


  • int audio/output_latency

Default

15

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.


  • int audio/video_delay_compensation_ms

Default

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

Default

-1

Default compression level for gzip. Affects compressed scenes and resources.


  • int compression/formats/zlib/compression_level

Default

-1

Default compression level for Zlib. Affects compressed scenes and resources.


  • int compression/formats/zstd/compression_level

Default

3

Default compression level for Zstandard. Affects compressed scenes and resources.


  • bool compression/formats/zstd/long_distance_matching

Default

false

Enables long-distance matching in Zstandard.


  • int compression/formats/zstd/window_log_size

Default

27

Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard.


  • bool debug/gdscript/completion/autocomplete_setters_and_getters

Default

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

Default

true

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


  • bool debug/gdscript/warnings/deprecated_keyword

Default

true

If true, enables warnings when deprecated keywords are used.


  • bool debug/gdscript/warnings/enable

Default

true

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


  • bool debug/gdscript/warnings/exclude_addons

Default

true

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


  • bool debug/gdscript/warnings/function_conflicts_constant

Default

true

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


  • bool debug/gdscript/warnings/function_conflicts_variable

Default

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

Default

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

Default

true

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


  • bool debug/gdscript/warnings/incompatible_ternary

Default

true

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


  • bool debug/gdscript/warnings/integer_division

Default

true

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


  • bool debug/gdscript/warnings/narrowing_conversion

Default

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

Default

true

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


  • bool debug/gdscript/warnings/return_value_discarded

Default

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

Default

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

Default

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

Default

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

Default

false

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


  • bool debug/gdscript/warnings/unassigned_variable

Default

true

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


  • bool debug/gdscript/warnings/unassigned_variable_op_assign

Default

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

Default

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

Default

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

Default

false

If true, enables warnings when performing an unsafe cast.


  • bool debug/gdscript/warnings/unsafe_method_access

Default

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

Default

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

Default

true

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


  • bool debug/gdscript/warnings/unused_class_variable

Default

false

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


  • bool debug/gdscript/warnings/unused_signal

Default

true

If true, enables warnings when a signal is unused.


  • bool debug/gdscript/warnings/unused_variable

Default

true

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


  • bool debug/gdscript/warnings/variable_conflicts_function

Default

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

Default

true

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


  • String debug/settings/crash_handler/message

Default

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

Message to be displayed before the backtrace when the engine crashes.


  • int debug/settings/fps/force_fps

Default

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.

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.


  • int debug/settings/gdscript/max_call_stack

Default

1024

Maximum call stack allowed for debugging GDScript.


  • int debug/settings/profiler/max_functions

Default

16384

Maximum amount of functions per frame allowed when profiling.


  • bool debug/settings/stdout/print_fps

Default

false

Print frames per second to standard output every second.


  • bool debug/settings/stdout/verbose_stdout

Default

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

Default

1024

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


  • Color debug/shapes/collision/contact_color

Default

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.


  • int debug/shapes/collision/max_contacts_displayed

Default

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

Default

Color( 0, 0.6, 0.7, 0.5 )

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


  • Color debug/shapes/navigation/disabled_geometry_color

Default

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

Default

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

Default

""

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


  • Vector2 display/mouse_cursor/custom_image_hotspot

Default

Vector2( 0, 0 )

Hotspot for the custom mouse cursor image.


  • Vector2 display/mouse_cursor/tooltip_position_offset

Default

Vector2( 10, 10 )

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


  • bool display/window/dpi/allow_hidpi

Default

false

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


  • bool display/window/energy_saving/keep_screen_on

Default

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

Default

"landscape"

Default orientation on mobile devices.


  • bool display/window/ios/hide_home_indicator

Default

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

Default

false

If true, allows per-pixel transparency in a desktop window. This affects performance, so leave it on false unless you need it.


  • bool display/window/per_pixel_transparency/enabled

Default

false

Sets the window background to transparent when it starts.


  • bool display/window/size/always_on_top

Default

false

Force the window to be always on top.


  • bool display/window/size/borderless

Default

false

Force the window to be borderless.


  • bool display/window/size/fullscreen

Default

false

Sets the window to full screen when it starts.


  • int display/window/size/height

Default

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

Default

true

Allows the window to be resizable by default.


  • int display/window/size/test_height

Default

0

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


  • int display/window/size/test_width

Default

0

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


  • int display/window/size/width

Default

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.


  • bool display/window/vsync/use_vsync

Default

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

Default

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/script_templates_search_path

Default

"res://script_templates"

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


Default

PackedStringArray( "gd", "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.


  • int gui/common/default_scroll_deadzone

Default

0

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


  • bool gui/common/swap_ok_cancel

Default

false

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


Default

""

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


  • String gui/theme/custom_font

Default

""

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


  • bool gui/theme/use_hidpi

Default

false

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


  • int gui/timers/incremental_search_max_interval_msec

Default

2000

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


  • float gui/timers/text_edit_idle_detect_sec

Default

3

Timer for detecting idle in TextEdit (in seconds).


  • float gui/timers/tooltip_delay_sec

Default

0.5

Default delay for tooltips (in seconds).


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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.


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/pointing/emulate_mouse_from_touch

Default

true

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


  • bool input_devices/pointing/emulate_touch_from_mouse

Default

false

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


  • String layer_names/2d_physics/layer_1

Default

""

Optional name for the 2D physics layer 1.


  • String layer_names/2d_physics/layer_10

Default

""

Optional name for the 2D physics layer 10.


  • String layer_names/2d_physics/layer_11

Default

""

Optional name for the 2D physics layer 11.


  • String layer_names/2d_physics/layer_12

Default

""

Optional name for the 2D physics layer 12.


  • String layer_names/2d_physics/layer_13

Default

""

Optional name for the 2D physics layer 13.


  • String layer_names/2d_physics/layer_14

Default

""

Optional name for the 2D physics layer 14.


  • String layer_names/2d_physics/layer_15

Default

""

Optional name for the 2D physics layer 15.


  • String layer_names/2d_physics/layer_16

Default

""

Optional name for the 2D physics layer 16.


  • String layer_names/2d_physics/layer_17

Default

""

Optional name for the 2D physics layer 17.


  • String layer_names/2d_physics/layer_18

Default

""

Optional name for the 2D physics layer 18.


  • String layer_names/2d_physics/layer_19

Default

""

Optional name for the 2D physics layer 19.


  • String layer_names/2d_physics/layer_2

Default

""

Optional name for the 2D physics layer 2.


  • String layer_names/2d_physics/layer_20

Default

""

Optional name for the 2D physics layer 20.


  • String layer_names/2d_physics/layer_3

Default

""

Optional name for the 2D physics layer 3.


  • String layer_names/2d_physics/layer_4

Default

""

Optional name for the 2D physics layer 4.


  • String layer_names/2d_physics/layer_5

Default

""

Optional name for the 2D physics layer 5.


  • String layer_names/2d_physics/layer_6

Default

""

Optional name for the 2D physics layer 6.


  • String layer_names/2d_physics/layer_7

Default

""

Optional name for the 2D physics layer 7.


  • String layer_names/2d_physics/layer_8

Default

""

Optional name for the 2D physics layer 8.


  • String layer_names/2d_physics/layer_9

Default

""

Optional name for the 2D physics layer 9.


  • String layer_names/2d_render/layer_1

Default

""

Optional name for the 2D render layer 1.


  • String layer_names/2d_render/layer_10

Default

""

Optional name for the 2D render layer 10.


  • String layer_names/2d_render/layer_11

Default

""

Optional name for the 2D render layer 11.


  • String layer_names/2d_render/layer_12

Default

""

Optional name for the 2D render layer 12.


  • String layer_names/2d_render/layer_13

Default

""

Optional name for the 2D render layer 13.


  • String layer_names/2d_render/layer_14

Default

""

Optional name for the 2D render layer 14.


  • String layer_names/2d_render/layer_15

Default

""

Optional name for the 2D render layer 15.


  • String layer_names/2d_render/layer_16

Default

""

Optional name for the 2D render layer 16.


  • String layer_names/2d_render/layer_17

Default

""

Optional name for the 2D render layer 17.


  • String layer_names/2d_render/layer_18

Default

""

Optional name for the 2D render layer 18.


  • String layer_names/2d_render/layer_19

Default

""

Optional name for the 2D render layer 19.


  • String layer_names/2d_render/layer_2

Default

""

Optional name for the 2D render layer 2.


  • String layer_names/2d_render/layer_20

Default

""

Optional name for the 2D render layer 20.


  • String layer_names/2d_render/layer_3

Default

""

Optional name for the 2D render layer 3.


  • String layer_names/2d_render/layer_4

Default

""

Optional name for the 2D render layer 4.


  • String layer_names/2d_render/layer_5

Default

""

Optional name for the 2D render layer 5.


  • String layer_names/2d_render/layer_6

Default

""

Optional name for the 2D render layer 6.


  • String layer_names/2d_render/layer_7

Default

""

Optional name for the 2D render layer 7.


  • String layer_names/2d_render/layer_8

Default

""

Optional name for the 2D render layer 8.


  • String layer_names/2d_render/layer_9

Default

""

Optional name for the 2D render layer 9.


  • String layer_names/3d_physics/layer_1

Default

""

Optional name for the 3D physics layer 1.


  • String layer_names/3d_physics/layer_10

Default

""

Optional name for the 3D physics layer 10.


  • String layer_names/3d_physics/layer_11

Default

""

Optional name for the 3D physics layer 11.


  • String layer_names/3d_physics/layer_12

Default

""

Optional name for the 3D physics layer 12.


  • String layer_names/3d_physics/layer_13

Default

""

Optional name for the 3D physics layer 13.


  • String layer_names/3d_physics/layer_14

Default

""

Optional name for the 3D physics layer 14.


  • String layer_names/3d_physics/layer_15

Default

""

Optional name for the 3D physics layer 15.


  • String layer_names/3d_physics/layer_16

Default

""

Optional name for the 3D physics layer 16.


  • String layer_names/3d_physics/layer_17

Default

""

Optional name for the 3D physics layer 17.


  • String layer_names/3d_physics/layer_18

Default

""

Optional name for the 3D physics layer 18.


  • String layer_names/3d_physics/layer_19

Default

""

Optional name for the 3D physics layer 19.


  • String layer_names/3d_physics/layer_2

Default

""

Optional name for the 3D physics layer 2.


  • String layer_names/3d_physics/layer_20

Default

""

Optional name for the 3D physics layer 20.


  • String layer_names/3d_physics/layer_3

Default

""

Optional name for the 3D physics layer 3.


  • String layer_names/3d_physics/layer_4

Default

""

Optional name for the 3D physics layer 4.


  • String layer_names/3d_physics/layer_5

Default

""

Optional name for the 3D physics layer 5.


  • String layer_names/3d_physics/layer_6

Default

""

Optional name for the 3D physics layer 6.


  • String layer_names/3d_physics/layer_7

Default

""

Optional name for the 3D physics layer 7.


  • String layer_names/3d_physics/layer_8

Default

""

Optional name for the 3D physics layer 8.


  • String layer_names/3d_physics/layer_9

Default

""

Optional name for the 3D physics layer 9.


  • String layer_names/3d_render/layer_1

Default

""

Optional name for the 3D render layer 1.


  • String layer_names/3d_render/layer_10

Default

""

Optional name for the 3D render layer 10.


  • String layer_names/3d_render/layer_11

Default

""

Optional name for the 3D render layer 11.


  • String layer_names/3d_render/layer_12

Default

""

Optional name for the 3D render layer 12.


  • String layer_names/3d_render/layer_13

Default

""

Optional name for the 3D render layer 13.


  • String layer_names/3d_render/layer_14

Default

""

Optional name for the 3D render layer 14


  • String layer_names/3d_render/layer_15

Default

""

Optional name for the 3D render layer 15.


  • String layer_names/3d_render/layer_16

Default

""

Optional name for the 3D render layer 16.


  • String layer_names/3d_render/layer_17

Default

""

Optional name for the 3D render layer 17.


  • String layer_names/3d_render/layer_18

Default

""

Optional name for the 3D render layer 18.


  • String layer_names/3d_render/layer_19

Default

""

Optional name for the 3D render layer 19.


  • String layer_names/3d_render/layer_2

Default

""

Optional name for the 3D render layer 2.


  • String layer_names/3d_render/layer_20

Default

""

Optional name for the 3D render layer 20.


  • String layer_names/3d_render/layer_3

Default

""

Optional name for the 3D render layer 3.


  • String layer_names/3d_render/layer_4

Default

""

Optional name for the 3D render layer 4.


  • String layer_names/3d_render/layer_5

Default

""

Optional name for the 3D render layer 5.


  • String layer_names/3d_render/layer_6

Default

""

Optional name for the 3D render layer 6.


  • String layer_names/3d_render/layer_7

Default

""

Optional name for the 3D render layer 7.


  • String layer_names/3d_render/layer_8

Default

""

Optional name for the 3D render layer 8.


  • String layer_names/3d_render/layer_9

Default

""

Optional name for the 3D render layer 9.


Default

"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.


Default

""

If non-empty, this locale will be used when running the project from the editor.


  • bool logging/file_logging/enable_file_logging

Default

false

If true, logs all output to files.


  • String logging/file_logging/log_path

Default

"user://logs/log.txt"

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


  • int logging/file_logging/max_log_files

Default

10

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


  • int memory/limits/message_queue/max_size_kb

Default

1024

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

Default

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

Default

23685


  • bool mono/debugger_agent/wait_for_debugger

Default

false


  • int mono/debugger_agent/wait_timeout

Default

3000


Default

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


  • bool mono/profiler/enabled

Default

false


  • int mono/unhandled_exception_policy

Default

0


  • int network/limits/debugger/max_chars_per_second

Default

32768

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/max_errors_per_second

Default

400

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


  • int network/limits/debugger/max_queued_messages

Default

2048

Maximum amount of messages in the debugger queue. Over this value, content is dropped. This helps to limit the debugger memory usage.


  • int network/limits/debugger/max_warnings_per_second

Default

400

Maximum number of warnings allowed to be sent 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

Default

16

Default size of packet peer stream for deserializing Godot data. Over this size, data is dropped.


  • int network/limits/tcp/connect_timeout_seconds

Default

30

Timeout (in seconds) for connection attempts using TCP.


  • int network/limits/webrtc/max_channel_in_buffer_kb

Default

64

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


  • int network/limits/websocket_client/max_in_buffer_kb

Default

64

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


  • int network/limits/websocket_client/max_in_packets

Default

1024

Maximum number of concurrent input packets for WebSocketClient.


  • int network/limits/websocket_client/max_out_buffer_kb

Default

64

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


  • int network/limits/websocket_client/max_out_packets

Default

1024

Maximum number of concurrent output packets for WebSocketClient.


  • int network/limits/websocket_server/max_in_buffer_kb

Default

64

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


  • int network/limits/websocket_server/max_in_packets

Default

1024

Maximum number of concurrent input packets for WebSocketServer.


  • int network/limits/websocket_server/max_out_buffer_kb

Default

64

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


  • int network/limits/websocket_server/max_out_packets

Default

1024

Maximum number of concurrent output packets for WebSocketServer.


  • int network/remote_fs/page_read_ahead

Default

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

Default

65536

Page size used by remote filesystem (in bytes).


  • String network/ssl/certificates