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ProjectSettings¶
Inherits: Object
Contiene variables globales accesibles desde cualquier lugar.
Descripción¶
Contains global variables accessible from everywhere. Use get_setting, set_setting or has_setting to access them. Variables stored in project.godot
are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.
When naming a Project Settings property, use the full path to the setting including the category. For example, "application/config/name"
for the project name. Category and property names can be viewed in the Project Settings dialog.
Feature tags: Project settings can be overridden for specific platforms and configurations (debug, release, ...) using feature tags.
Overriding: Any project setting can be overridden by creating a file named override.cfg
in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' feature tags in account. Therefore, make sure to also override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.
Tutoriales¶
Propiedades¶
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rendering/batching/parameters/colored_vertex_format_threshold |
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rendering/limits/buffers/canvas_polygon_index_buffer_size_kb |
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rendering/quality/intended_usage/framebuffer_allocation.mobile |
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rendering/quality/reflections/texture_array_reflections.mobile |
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Métodos¶
void |
add_property_info ( Dictionary hint ) |
void |
|
get_setting ( String name ) const |
|
globalize_path ( String path ) const |
|
has_setting ( String name ) const |
|
load_resource_pack ( String pack, bool replace_files=true, int offset=0 ) |
|
localize_path ( String path ) const |
|
property_can_revert ( String name ) |
|
property_get_revert ( String name ) |
|
save ( ) |
|
save_custom ( String file ) |
|
void |
set_initial_value ( String name, Variant value ) |
void |
|
void |
set_setting ( String name, Variant value ) |
Descripciones de Propiedades¶
String android/modules
Default |
|
Comma-separated list of custom Android modules (which must have been built in the Android export templates) using their Java package path, e.g. "org/godotengine/godot/MyCustomSingleton,com/example/foo/FrenchFriesFactory"
.
Note: Since Godot 3.2.2, the org/godotengine/godot/GodotPaymentV3
module was deprecated and replaced by the GodotPayment
plugin which should be enabled in the Android export preset under Plugins
section. The singleton to access in code was also renamed to GodotPayment
.
Color application/boot_splash/bg_color
Default |
|
Color de fondo para la imagen de arranque.
bool application/boot_splash/fullsize
Default |
|
If true
, scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If false
, the engine will leave it at the default pixel size.
String application/boot_splash/image
Default |
|
Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead.
Note: Only effective if application/boot_splash/show_image is true
.
bool application/boot_splash/show_image
Default |
|
If true
, displays the image specified in application/boot_splash/image when the engine starts. If false
, only displays the plain color specified in application/boot_splash/bg_color.
bool application/boot_splash/use_filter
Default |
|
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 |
|
Este directorio de usuario se utiliza para almacenar datos persistentes (sistema de archivos user://
). Si se deja vacío, user://
se resuelve en una carpeta específica del proyecto en la propia carpeta de configuración de Godot (véase OS.get_user_data_dir). Si se define un nombre de directorio personalizado, este nombre se utilizará en su lugar y se añadirá al directorio de datos de usuario específico del sistema (la misma carpeta principal que la carpeta de configuración de Godot documentada en OS.get_user_data_dir).
El ajuste application/config/use_custom_user_dir debe estar activado para que esto surta efecto.
String application/config/description
Default |
|
La descripción del proyecto, que se muestra como una sugerencia en el Administrador de Proyectos cuando se pasa el cursor por encima del proyecto.
String application/config/icon
Default |
|
Icono utilizado para el proyecto, establecido cuando el proyecto se carga. Los exportadores también usarán este icono cuando sea posible.
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. The window title will be set to match the project name automatically on startup.
Note: Changing this value will also change the user data folder's path if application/config/use_custom_user_dir is false
. After renaming the project, you will no longer be able to access existing data in user://
unless you rename the old folder to match the new project name. See Data paths in the documentation for more information.
String application/config/project_settings_override
Default |
|
Specifies a file to override project settings. For example: user://custom_settings.cfg
. See "Overriding" in the ProjectSettings
class description at the top for more information.
Note: Regardless of this setting's value, res://override.cfg
will still be read to override the project settings.
bool application/config/use_custom_user_dir
Default |
|
Si true
, el proyecto guardará los datos de los usuarios en su propio directorio de usuarios (véase application/config/custom_user_dir_name). Esta configuración sólo es efectiva en las plataformas de escritorio. Se debe establecer un nombre en el parámetro application/config/custom_user_dir_name para que esto tenga efecto. Si false
, el proyecto guardará los datos del usuario en (directorio de datos de usuario del sistema operativo)/Godot/app_userdata/(nombre del proyecto)
.
Default |
|
If true
, the project will use a hidden directory (.import
) for storing project-specific data (metadata, shader cache, etc.).
If false
, a non-hidden directory (import
) will be used instead.
Note: Restart the application after changing this setting.
Note: Changing this value can help on platforms or with third-party tools where hidden directory patterns are disallowed. Only modify this setting if you know that your environment requires it, as changing the default can impact compatibility with some external tools or plugins which expect the default .import
folder.
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/delta_smoothing
Default |
|
Time samples for frame deltas are subject to random variation introduced by the platform, even when frames are displayed at regular intervals thanks to V-Sync. This can lead to jitter. Delta smoothing can often give a better result by filtering the input deltas to correct for minor fluctuations fro