Attention: Here be dragons

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

EditorSettings

Inherits: Resource < RefCounted < Object

Object that holds the project-independent editor settings.

Description

Object that holds the project-independent editor settings. These settings are generally visible in the Editor > Editor Settings menu.

Property names use slash delimiters to distinguish sections. Setting values can be of any Variant type. It's recommended to use snake_case for editor settings to be consistent with the Godot editor itself.

Accessing the settings can be done using the following methods, such as:

var settings = EditorInterface.get_editor_settings()
# `settings.set("some/property", 10)` also works as this class overrides `_set()` internally.
settings.set_setting("some/property", 10)
# `settings.get("some/property")` also works as this class overrides `_get()` internally.
settings.get_setting("some/property")
var list_of_settings = settings.get_property_list()

Note: This class shouldn't be instantiated directly. Instead, access the singleton using EditorInterface.get_editor_settings.

Properties

bool

debugger/auto_switch_to_remote_scene_tree