ProjectSettings

Inherits: Object

Category: Core

Brief Description

Contains global variables accessible from everywhere.

Properties

Color application/boot_splash/bg_color
bool application/boot_splash/fullsize
String application/boot_splash/image
String application/config/custom_user_dir_name
String application/config/icon
String application/config/name
bool application/config/use_custom_user_dir
bool application/run/disable_stderr
bool application/run/disable_stdout
int application/run/frame_delay_msec
bool application/run/low_processor_mode
int application/run/low_processor_mode_sleep_usec
String application/run/main_scene
float audio/channel_disable_threshold_db
float audio/channel_disable_time
String audio/driver
int audio/mix_rate
int audio/output_latency
int audio/video_delay_compensation_ms
int compression/formats/gzip/compression_level
int compression/formats/zlib/compression_level
int compression/formats/zstd/compression_level
bool compression/formats/zstd/long_distance_matching
int compression/formats/zstd/window_log_size
bool debug/gdscript/completion/autocomplete_setters_and_getters
bool debug/gdscript/warnings/constant_used_as_function
bool debug/gdscript/warnings/deprecated_keyword
bool debug/gdscript/warnings/enable
bool debug/gdscript/warnings/function_conflicts_constant
bool debug/gdscript/warnings/function_conflicts_variable
bool debug/gdscript/warnings/function_may_yield
bool debug/gdscript/warnings/function_used_as_property
bool debug/gdscript/warnings/incompatible_ternary
bool debug/gdscript/warnings/integer_division
bool debug/gdscript/warnings/narrowing_conversion
bool debug/gdscript/warnings/property_used_as_function
bool debug/gdscript/warnings/return_value_discarded
bool debug/gdscript/warnings/standalone_expression
bool debug/gdscript/warnings/treat_warnings_as_errors
bool debug/gdscript/warnings/unassigned_variable
bool debug/gdscript/warnings/unassigned_variable_op_assign
bool debug/gdscript/warnings/unreachable_code
bool debug/gdscript/warnings/unsafe_call_argument
bool debug/gdscript/warnings/unsafe_cast
bool debug/gdscript/warnings/unsafe_method_access
bool debug/gdscript/warnings/unsafe_property_access
bool debug/gdscript/warnings/unused_argument
bool debug/gdscript/warnings/unused_class_variable
bool debug/gdscript/warnings/unused_signal
bool debug/gdscript/warnings/unused_variable
bool debug/gdscript/warnings/variable_conflicts_function
bool debug/gdscript/warnings/void_assignment
String debug/settings/crash_handler/message
int debug/settings/fps/force_fps
int debug/settings/gdscript/max_call_stack
int debug/settings/profiler/max_functions
bool debug/settings/stdout/print_fps
bool debug/settings/stdout/verbose_stdout
int debug/settings/visual_script/max_call_stack
String display/mouse_cursor/custom_image
Vector2 display/mouse_cursor/custom_image_hotspot
bool display/window/allow_per_pixel_transparency
bool display/window/dpi/allow_hidpi
bool display/window/energy_saving/keep_screen_on
String display/window/handheld/orientation
bool display/window/per_pixel_transparency
bool display/window/per_pixel_transparency_splash
bool display/window/size/always_on_top
bool display/window/size/borderless
bool display/window/size/fullscreen
int display/window/size/height
bool display/window/size/resizable
int display/window/size/test_height
int display/window/size/test_width
int display/window/size/width
bool display/window/vsync/use_vsync
bool editor/active
int gui/common/default_scroll_deadzone
bool gui/common/swap_ok_cancel
String gui/theme/custom
String gui/theme/custom_font
bool gui/theme/use_hidpi
int gui/timers/incremental_search_max_interval_msec
float gui/timers/text_edit_idle_detect_sec
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
bool input_devices/pointing/emulate_touch_from_mouse
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
String locale/test
bool logging/file_logging/enable_file_logging
String logging/file_logging/log_path
int logging/file_logging/max_log_files
int memory/limits/message_queue/max_size_kb
int memory/limits/multithreaded_server/rid_pool_prealloc
int mono/debugger_agent/port
bool mono/debugger_agent/wait_for_debugger
int mono/debugger_agent/wait_timeout
bool mono/export/include_scripts_content
int network/limits/debugger_stdout/max_chars_per_second
int network/limits/debugger_stdout/max_errors_per_frame
int network/limits/debugger_stdout/max_messages_per_frame
int network/limits/packet_peer_stream/max_buffer_po2
int network/remote_fs/page_read_ahead
int network/remote_fs/page_size
int node/name_casing
int node/name_num_separator
String physics/2d/physics_engine
int physics/2d/thread_model
bool physics/3d/active_soft_world
String physics/3d/physics_engine
int physics/common/physics_fps
float physics/common/physics_jitter_fix
Color rendering/environment/default_clear_color
int rendering/limits/buffers/blend_shape_max_buffer_size_kb
int rendering/limits/buffers/canvas_polygon_buffer_size_kb
int rendering/limits/buffers/canvas_polygon_index_buffer_size_kb
int rendering/limits/buffers/immediate_buffer_size_kb
int rendering/limits/rendering/max_renderable_elements
float rendering/limits/time/time_rollover_secs
bool rendering/quality/2d/use_pixel_snap
String rendering/quality/depth_prepass/disable_for_vendors
bool rendering/quality/depth_prepass/enable
int rendering/quality/directional_shadow/size
int rendering/quality/directional_shadow/size.mobile
String rendering/quality/driver/driver_fallback
String rendering/quality/driver/driver_name
int rendering/quality/filters/anisotropic_filter_level
bool rendering/quality/filters/use_nearest_mipmap_filter
int rendering/quality/intended_usage/framebuffer_allocation
int rendering/quality/intended_usage/framebuffer_allocation.mobile
bool rendering/quality/reflections/high_quality_ggx
bool rendering/quality/reflections/high_quality_ggx.mobile
bool rendering/quality/reflections/texture_array_reflections
bool rendering/quality/reflections/texture_array_reflections.mobile
bool rendering/quality/shading/force_blinn_over_ggx
bool rendering/quality/shading/force_blinn_over_ggx.mobile
bool rendering/quality/shading/force_lambert_over_burley
bool rendering/quality/shading/force_lambert_over_burley.mobile
bool rendering/quality/shading/force_vertex_shading
bool rendering/quality/shading/force_vertex_shading.mobile
int rendering/quality/shadow_atlas/quadrant_0_subdiv
int rendering/quality/shadow_atlas/quadrant_1_subdiv
int rendering/quality/shadow_atlas/quadrant_2_subdiv
int rendering/quality/shadow_atlas/quadrant_3_subdiv
int rendering/quality/shadow_atlas/size
int rendering/quality/shadow_atlas/size.mobile
int rendering/quality/shadows/filter_mode
int rendering/quality/shadows/filter_mode.mobile
bool rendering/quality/subsurface_scattering/follow_surface
int rendering/quality/subsurface_scattering/quality
int rendering/quality/subsurface_scattering/scale
bool rendering/quality/subsurface_scattering/weight_samples
bool rendering/quality/voxel_cone_tracing/high_quality
int rendering/threads/thread_model
bool rendering/vram_compression/import_bptc
bool rendering/vram_compression/import_etc
bool rendering/vram_compression/import_etc2
bool rendering/vram_compression/import_pvrtc
bool rendering/vram_compression/import_s3tc
Script script

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 )
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 )

Description

Contains global variables accessible from everywhere. Use “ProjectSettings.get_setting(variable)”, “ProjectSettings.set_setting(variable,value)” or “ProjectSettings.has_setting(variable)” to access them. Variables stored in project.godot are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.

Property Descriptions

  • Color application/boot_splash/bg_color
  • bool application/boot_splash/fullsize

Scale the boot splash image to the full window length when engine starts (will leave it as default pixel size otherwise).

  • String application/boot_splash/image

Path to an image used for boot splash.

  • String application/config/custom_user_dir_name

This directory is used for storing persistent data (user:// filesystem). If a custom name is set, then system paths will be used to store this on Desktop (AppData on Windows, user ~/.config on Unixes, etc), else the Godot config folder is used. This name needs to be unique, and it’s recommended to set it to something before publishing.

the “use_custom_user_dir” setting must be enabled for this to take effect.

  • String application/config/icon

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

  • String application/config/name

Name of the project. It is used from both project manager and by the exporters. Overriding this as name.locale allows setting it in multiple languages.

  • bool application/config/use_custom_user_dir

Allow the project to save to its own custom user dir (in AppData on windows or ~/.config on unixes). This setting only works for desktop exporters. A name must be set in the “custom_user_dir_name” setting for this to take effect.

  • bool application/run/disable_stderr

Disable printing to stderr on exported build.

  • bool application/run/disable_stdout

Disable printing to stdout on exported build.

  • int application/run/frame_delay_msec

Force a delay between frames in the main loop. This may be useful if you plan to disable vsync.

  • bool application/run/low_processor_mode

Turn on low processor mode. This setting only works on desktops. 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) on games.

  • int application/run/low_processor_mode_sleep_usec

Amount of sleeping between frames when the low_processor_mode is enabled. This effectively reduces CPU usage when this mode is enabled.

  • 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

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

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.

  • int audio/mix_rate

Mix 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
  • int audio/video_delay_compensation_ms

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 compression level for gzip. Affects compressed scenes and resources.

  • int compression/formats/zlib/compression_level

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

  • int compression/formats/zstd/compression_level

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

  • bool compression/formats/zstd/long_distance_matching

Enable long distance matching in zstd.

  • int compression/formats/zstd/window_log_size
  • bool debug/gdscript/completion/autocomplete_setters_and_getters
  • bool debug/gdscript/warnings/constant_used_as_function
  • bool debug/gdscript/warnings/deprecated_keyword
  • bool debug/gdscript/warnings/enable
  • bool debug/gdscript/warnings/function_conflicts_constant
  • bool debug/gdscript/warnings/function_conflicts_variable
  • bool debug/gdscript/warnings/function_may_yield
  • bool debug/gdscript/warnings/function_used_as_property
  • bool debug/gdscript/warnings/incompatible_ternary
  • bool debug/gdscript/warnings/integer_division
  • bool debug/gdscript/warnings/narrowing_conversion
  • bool debug/gdscript/warnings/property_used_as_function
  • bool debug/gdscript/warnings/return_value_discarded
  • bool debug/gdscript/warnings/standalone_expression
  • bool debug/gdscript/warnings/treat_warnings_as_errors
  • bool debug/gdscript/warnings/unassigned_variable
  • bool debug/gdscript/warnings/unassigned_variable_op_assign
  • bool debug/gdscript/warnings/unreachable_code
  • bool debug/gdscript/warnings/unsafe_call_argument
  • bool debug/gdscript/warnings/unsafe_cast
  • bool debug/gdscript/warnings/unsafe_method_access
  • bool debug/gdscript/warnings/unsafe_property_access
  • bool debug/gdscript/warnings/unused_argument
  • bool debug/gdscript/warnings/unused_class_variable
  • bool debug/gdscript/warnings/unused_signal
  • bool debug/gdscript/warnings/unused_variable
  • bool debug/gdscript/warnings/variable_conflicts_function
  • bool debug/gdscript/warnings/void_assignment
  • String debug/settings/crash_handler/message
  • int debug/settings/fps/force_fps
  • int debug/settings/gdscript/max_call_stack

Maximum call stack allowed for debugging GDScript.

  • int debug/settings/profiler/max_functions

Maximum amount of functions per frame allowed when profiling.

  • bool debug/settings/stdout/print_fps

Print frames per second to stdout. Not very useful in general.

  • bool debug/settings/stdout/verbose_stdout

Print more information to stdout when running. It shows info such as memory leaks, which scenes and resources are being loaded, etc.

  • int debug/settings/visual_script/max_call_stack

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

  • String display/mouse_cursor/custom_image

Custom image for the mouse cursor.

  • Vector2 display/mouse_cursor/custom_image_hotspot

Hotspot for the custom mouse cursor image.

  • bool display/window/allow_per_pixel_transparency

Allow per pixel transparency in a Desktop window. This affects performance if not needed, so leave it off.

  • bool display/window/dpi/allow_hidpi

Allow HiDPI display on Windows and OSX. On Desktop Linux, this can’t be enabled or disabled.

  • bool display/window/energy_saving/keep_screen_on

Force keep the screen on, so the screensaver does not take over. Works on Desktop and Mobile.

  • String display/window/handheld/orientation

Default orientation for cell phone or tablet.

  • bool display/window/per_pixel_transparency
  • bool display/window/per_pixel_transparency_splash
  • bool display/window/size/always_on_top

Force the window to be always on top.

  • bool display/window/size/borderless

Force the window to be borderless.

  • bool display/window/size/fullscreen

Set the window to full screen when it starts.

  • int display/window/size/height

Set the main window height. On desktop, this is the default window size. Stretch mode settings use this also as a reference when enabled.

  • bool display/window/size/resizable

Allow the window to be resizable by default.

  • int display/window/size/test_height

Test a different height for the window. The main use for this is to test with stretch modes.

  • int display/window/size/test_width

Test a different width for the window. The main use for this is to test with stretch modes.

  • int display/window/size/width

Set the main window width. On desktop, this is the default window size. Stretch mode settings use this also as a reference when enabled.

  • bool display/window/vsync/use_vsync

Use VSync. Don’t be stupid, don’t turn this off.

  • bool editor/active

Internal editor setting, don’t touch.

  • int gui/common/default_scroll_deadzone
  • bool gui/common/swap_ok_cancel

Enable swap OK and Cancel buttons on dialogs. This is because Windows/MacOS/Desktop Linux may use them in different order, so the GUI swaps them depending on the host OS. Disable this behavior by turning this setting off.

Use a custom theme resource, set a path to it here.

  • String gui/theme/custom_font

USe a custom default font resource, set a path to it here.

  • bool gui/theme/use_hidpi

Make sure the theme used works with hidpi.

  • int gui/timers/incremental_search_max_interval_msec

Timer setting for incremental search in Tree, IntemList, etc. controls.

  • float gui/timers/text_edit_idle_detect_sec

Timer for detecting idle in the editor.

  • bool input_devices/pointing/emulate_mouse_from_touch
  • bool input_devices/pointing/emulate_touch_from_mouse
  • 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
  • bool logging/file_logging/enable_file_logging

Log all output to a file.

  • String logging/file_logging/log_path

Path to logs withint he project. Using an user:// based path is recommended.

  • int logging/file_logging/max_log_files

Amount of log files (used for rotation)/

  • int memory/limits/message_queue/max_size_kb

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

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
  • bool mono/debugger_agent/wait_for_debugger
  • int mono/debugger_agent/wait_timeout
  • bool mono/export/include_scripts_content
  • int network/limits/debugger_stdout/max_chars_per_second

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_frame

Maximum amount of errors 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_messages_per_frame

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/packet_peer_stream/max_buffer_po2

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

  • int network/remote_fs/page_read_ahead

Amount of read ahead used by remote filesystem. Improves latency.

  • int network/remote_fs/page_size

Page size used by remote filesystem.

  • int node/name_casing

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

  • int node/name_num_separator

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

  • String physics/2d/physics_engine
  • int physics/2d/thread_model

Set 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.

  • bool physics/3d/active_soft_world
  • String physics/3d/physics_engine
  • int physics/common/physics_fps

Frames per second used in the physics. Physics always needs a fixed amount of frames per second.

  • float physics/common/physics_jitter_fix

Fix to improve physics jitter, specially on monitors where refresh rate is different than physics FPS.

  • Color rendering/environment/default_clear_color

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.

  • int rendering/limits/buffers/blend_shape_max_buffer_size_kb

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

  • int rendering/limits/buffers/canvas_polygon_buffer_size_kb

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

  • int rendering/limits/buffers/canvas_polygon_index_buffer_size_kb

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

  • int rendering/limits/buffers/immediate_buffer_size_kb

Max buffer size for drawing immediate objects (ImmediateGeometry nodes). Nodes using more than this size will not work.

  • int rendering/limits/rendering/max_renderable_elements

Max amount of elements renderable in a frame. If more than this are visible per frame, they will be dropped. Keep in mind elements refer to mesh surfaces and not mesh themselves.

  • float rendering/limits/time/time_rollover_secs

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

  • bool rendering/quality/2d/use_pixel_snap

Force snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.

  • String rendering/quality/depth_prepass/disable_for_vendors

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

  • bool rendering/quality/depth_prepass/enable

Do 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

Size in pixels of the directional shadow.

  • int rendering/quality/directional_shadow/size.mobile
  • String rendering/quality/driver/driver_fallback

Whether to allow falling back to other graphics drivers if the preferred driver is not available. Best means use the best working driver (this is the default). Never means never fall back to another driver even if it does not work. This means the project will not run if the preferred driver does not function.

  • String rendering/quality/driver/driver_name
  • int rendering/quality/filters/anisotropic_filter_level

Maximum Anisotropic filter level used for textures when anisotropy enabled.

  • bool rendering/quality/filters/use_nearest_mipmap_filter

Force to use nearest mipmap filtering when using mipmaps. This may increase performance in mobile as less memory bandwidth is used.

  • int rendering/quality/intended_usage/framebuffer_allocation

Strategy used for framebuffer allocation. The simpler it is, the less memory it uses (but the least features it supports).

  • int rendering/quality/intended_usage/framebuffer_allocation.mobile
  • bool rendering/quality/reflections/high_quality_ggx

For reflection probes and panorama backgrounds (sky), use a high amount of samples to create ggx blurred versions (used for roughness).

  • bool rendering/quality/reflections/high_quality_ggx.mobile
  • bool rendering/quality/reflections/texture_array_reflections

For reflection probes and panorama backgrounds (sky), use a texture array instead of mipmaps. This reduces jitter noise on reflections, but costs more performance and memory.

  • bool rendering/quality/reflections/texture_array_reflections.mobile
  • bool rendering/quality/shading/force_blinn_over_ggx
  • bool rendering/quality/shading/force_blinn_over_ggx.mobile
  • bool rendering/quality/shading/force_lambert_over_burley
  • bool rendering/quality/shading/force_lambert_over_burley.mobile
  • bool rendering/quality/shading/force_vertex_shading

Force vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can work to optimize on very low end mobile.

  • bool rendering/quality/shading/force_vertex_shading.mobile
  • int rendering/quality/shadow_atlas/quadrant_0_subdiv

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

  • int rendering/quality/shadow_atlas/quadrant_1_subdiv

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

  • int rendering/quality/shadow_atlas/quadrant_2_subdiv

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

  • int rendering/quality/shadow_atlas/quadrant_3_subdiv

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

  • int rendering/quality/shadow_atlas/size

Size for shadow atlas (used for point and omni lights). See documentation.

  • int rendering/quality/shadow_atlas/size.mobile
  • int rendering/quality/shadows/filter_mode

Shadow filter mode. The more complex the filter, the more memory bandwidth required.

  • int rendering/quality/shadows/filter_mode.mobile
  • bool rendering/quality/subsurface_scattering/follow_surface

Improves quality of subsurface scattering, but cost significantly increases.

  • int rendering/quality/subsurface_scattering/quality

Quality setting for subsurface scaterring (samples taken).

  • int rendering/quality/subsurface_scattering/scale
  • bool rendering/quality/subsurface_scattering/weight_samples

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

  • bool rendering/quality/voxel_cone_tracing/high_quality

Use high quality voxel cone tracing (looks better, but requires a higher end GPU).

  • int rendering/threads/thread_model

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

  • bool rendering/vram_compression/import_bptc
  • bool rendering/vram_compression/import_etc

If the project uses this compression (usually low end mobile), texture importer will import these.

  • bool rendering/vram_compression/import_etc2

If the project uses this compression (usually high end mobile), texture importer will import these.

  • bool rendering/vram_compression/import_pvrtc

If the project uses this compression (usually iOS), texture importer will import these.

  • bool rendering/vram_compression/import_s3tc

If the project uses this compression (usually Desktop and Consoles), texture importer will import these.

Method Descriptions

Add a custom property info to a property. The dictionary must contain: name:String), and optionally hint:int), hint_string:String.

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)

Clear the whole configuration (not recommended, may break things).

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

Convert a localized path (res://) to a full native OS path.

Return true if a configuration value is present.

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.

Convert a path to a localized path (res:// path).

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

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

Saves the configuration to the project.godot file.

Saves the configuration to a custom file.

  • void set_order ( String name, int position )

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