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

String android/modules ""
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"
PoolStringArray editor/search_in_file_extensions PoolStringArray( "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 network/limits/debugger_stdout/max_chars_per_second 2048
int network/limits/debugger_stdout/max_errors_per_second 100
int network/limits/debugger_stdout/max_messages_per_frame 10
int network/limits/debugger_stdout/max_warnings_per_second 100
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/gles2/batching/batch_buffer_size 16384
float rendering/gles2/batching/colored_vertex_format_threshold 0.25
float rendering/gles2/batching/light_scissor_area_threshold 1.0
int rendering/gles2/batching/max_join_item_commands 16
bool rendering/gles2/batching/use_batching true
bool rendering/gles2/debug/diagnose_frame false
bool rendering/gles2/debug/flash_batching false
bool rendering/gles2/debug/use_batching_in_editor true
int rendering/limits/buffers/blend_shape_max_buffer_size_kb 4096
int rendering/limits/buffers/canvas_polygon_buffer_size_kb 128
int rendering/limits/buffers/canvas_polygon_index_buffer_size_kb 128
int rendering/limits/buffers/immediate_buffer_size_kb 2048
int rendering/limits/rendering/max_renderable_elements 65536
int rendering/limits/rendering/max_renderable_lights 4096
int rendering/limits/rendering/max_renderable_reflections 1024
float rendering/limits/time/time_rollover_secs 3600
bool rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround false
bool rendering/quality/2d/use_pixel_snap false
bool rendering/quality/depth/hdr true
bool rendering/quality/depth/hdr.mobile 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 "GLES3"
bool rendering/quality/driver/fallback_to_gles2 false
int rendering/quality/filters/anisotropic_filter_level 4
int rendering/quality/filters/msaa 0
bool rendering/quality/filters/use_nearest_mipmap_filter false
int rendering/quality/intended_usage/framebuffer_allocation 2
int rendering/quality/intended_usage/framebuffer_allocation.mobile 3
int rendering/quality/reflections/atlas_size 2048
int rendering/quality/reflections/atlas_subdiv 8
bool rendering/quality/reflections/high_quality_ggx true
bool rendering/quality/reflections/high_quality_ggx.mobile false
int rendering/quality/reflections/irradiance_max_size 128
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/subsurface_scattering/follow_surface false
int rendering/quality/subsurface_scattering/quality 1
int rendering/quality/subsurface_scattering/scale 1.0
bool rendering/quality/subsurface_scattering/weight_samples true
bool rendering/quality/voxel_cone_tracing/high_quality false
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

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

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/org/GodotPaymentV3,org/godotengine/godot/MyCustomSingleton".


  • 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 such as slave 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 PoolStringArray( "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 network/limits/debugger_stdout/max_chars_per_second
Default 2048

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_second
Default 100

Maximum number of errors allowed to be sent 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
Default 10

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/debugger_stdout/max_warnings_per_second
Default 100

Maximum number of warnings allowed to be sent 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 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
Default ""

CA certificates bundle to use for SSL connections. If not defined, Godot’s internal CA certificates are used.


  • int node/name_casing
Default 0

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


  • int node/name_num_separator
Default 0

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


  • int physics/2d/bp_hash_table_size
Default 4096

Size of the hash table used for the broad-phase 2D hash grid algorithm.


  • int physics/2d/cell_size
Default 128

Cell size used for the broad-phase 2D hash grid algorithm.


  • float physics/2d/default_angular_damp
Default 1.0

The default angular damp in 2D.


  • int physics/2d/default_gravity
Default 98

The default gravity strength in 2D.

Note: This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:

# Set the default gravity strength to 98.
Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY, 98)

  • Vector2 physics/2d/default_gravity_vector
Default Vector2( 0, 1 )

The default gravity direction in 2D.

Note: This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:

# Set the default gravity direction to `Vector2(0, 1)`.
Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))

  • float physics/2d/default_linear_damp
Default 0.1

The default linear damp in 2D.


  • int physics/2d/large_object_surface_threshold_in_cells
Default 512

Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm.


  • String physics/2d/physics_engine
Default "DEFAULT"

Sets which physics engine to use for 2D physics.

“DEFAULT” and “GodotPhysics” are the same, as there is currently no alternative 2D physics server implemented.


  • float physics/2d/sleep_threshold_angular
Default 0.139626

Threshold angular velocity under which a 2D physics body will be considered inactive. See Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD.


  • float physics/2d/sleep_threshold_linear
Default 2.0

Threshold linear velocity under which a 2D physics body will be considered inactive. See Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD.


  • int physics/2d/thread_model
Default 1

Sets 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.

Warning: As of Godot 3.2, there are mixed reports about the use of a Multi-Threaded thread model for physics. Be sure to assess whether it does give you extra performance and no regressions when using it.


  • float physics/2d/time_before_sleep
Default 0.5

Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP.


  • bool physics/3d/active_soft_world
Default true

Sets whether the 3D physics world will be created with support for SoftBody physics. Only applies to the Bullet physics engine.


  • float physics/3d/default_angular_damp
Default 0.1

The default angular damp in 3D.


  • float physics/3d/default_gravity
Default 9.8

The default gravity strength in 3D.

Note: This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:

# Set the default gravity strength to 9.8.
PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY, 9.8)

  • Vector3 physics/3d/default_gravity_vector
Default Vector3( 0, -1, 0 )

The default gravity direction in 3D.

Note: This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:

# Set the default gravity direction to `Vector3(0, -1, 0)`.
PhysicsServer.area_set_param(get_viewport().find_world().get_space(), PhysicsServer.AREA_PARAM_GRAVITY_VECTOR, Vector3(0, -1, 0))

  • float physics/3d/default_linear_damp
Default 0.1

The default linear damp in 3D.


  • String physics/3d/physics_engine
Default "DEFAULT"

Sets which physics engine to use for 3D physics.

“DEFAULT” is currently the Bullet physics engine. The “GodotPhysics” engine is still supported as an alternative.


  • bool physics/common/enable_object_picking
Default true

Enables Viewport.physics_object_picking on the root viewport.


  • int physics/common/physics_fps
Default 60

The number of fixed iterations per second. This controls how often physics simulation and Node._physics_process methods are run.

Note: This property is only read when the project starts. To change the physics FPS at runtime, set Engine.iterations_per_second instead.


  • float physics/common/physics_jitter_fix
Default 0.5

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

Note: This property is only read when the project starts. To change the physics FPS at runtime, set Engine.physics_jitter_fix instead.


  • Color rendering/environment/default_clear_color
Default Color( 0.3, 0.3, 0.3, 1 )

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.


  • String rendering/environment/default_environment
Default ""

Environment that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, it is best to delete default_env.tres, or to specify a different default environment here.


  • int rendering/gles2/batching/batch_buffer_size
Default 16384

Size of buffer reserved for batched vertices. Larger size enables larger batches, but there are diminishing returns for the memory used.


  • float rendering/gles2/batching/colored_vertex_format_threshold
Default 0.25

Including color in the vertex format has a cost, however, not including color prevents batching across color changes. This threshold determines the ratio of number of vertex color changes / total number of vertices above which vertices will be translated to colored format. A value of 0 will always use colored vertices, 1 will never use colored vertices.


  • float rendering/gles2/batching/light_scissor_area_threshold
Default 1.0

Sets the proportion of the screen area that must be saved by a scissor operation in order to activate light scissoring. This can prevent parts of items being rendered outside the light area. Lower values scissor more aggressively. A value of 1 scissors none of the items, a value of 0 scissors every item. This can reduce fill rate requirements in scenes with a lot of lighting.


  • int rendering/gles2/batching/max_join_item_commands
Default 16

Sets the number of commands to lookahead to determine whether to batch render items. A value of 1 can join items consisting of single commands, 0 turns off joining. Higher values are in theory more likely to join, however this has diminishing returns and has a runtime cost so a small value is recommended.


  • bool rendering/gles2/batching/use_batching
Default true

Turns batching on and off. Batching increases performance by reducing the amount of graphics API drawcalls.


  • bool rendering/gles2/debug/diagnose_frame
Default false

When batching is on, this regularly prints a frame diagnosis log. Note that this will degrade performance.


  • bool rendering/gles2/debug/flash_batching
Default false

Experimental For regression testing against the old renderer. If this is switched on, and use_batching is set, the renderer will swap alternately between using the old renderer, and the batched renderer, on each frame. This makes it easy to identify visual differences. Performance will be degraded.


  • bool rendering/gles2/debug/use_batching_in_editor
Default true

Experimental Switches on batching within the editor. Use with caution - note that if your editor does not render correctly you may need to edit your project.godot and remove the use_batching_in_editor setting manually.


  • int rendering/limits/buffers/blend_shape_max_buffer_size_kb
Default 4096

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


  • int rendering/limits/buffers/canvas_polygon_buffer_size_kb
Default 128

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


  • int rendering/limits/buffers/canvas_polygon_index_buffer_size_kb
Default 128

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


  • int rendering/limits/buffers/immediate_buffer_size_kb
Default 2048

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
Default 65536

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 meshes themselves.


  • int rendering/limits/rendering/max_renderable_lights
Default 4096

Max number of lights renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.


  • int rendering/limits/rendering/max_renderable_reflections
Default 1024

Max number of reflection probes renderable in a frame. If more than this number are used, they will be ignored. On some systems (particularly web) setting this number as low as possible can increase the speed of shader compilation.


  • float rendering/limits/time/time_rollover_secs
Default 3600

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


  • bool rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround
Default false

Some NVIDIA GPU drivers have a bug which produces flickering issues for the draw_rect method, especially as used in TileMap. Refer to GitHub issue 9913 for details.

If true, this option enables a “safe” code path for such NVIDIA GPUs at the cost of performance. This option only impacts the GLES2 rendering backend (so the bug stays if you use GLES3), and only desktop platforms.


  • bool rendering/quality/2d/use_pixel_snap
Default false

If true, forces snapping of polygons to pixels in 2D rendering. May help in some pixel art styles.


  • bool rendering/quality/depth/hdr
Default true

If true, allocates the main framebuffer with high dynamic range. High dynamic range allows the use of Color values greater than 1.

Note: Only available on the GLES3 backend.


  • bool rendering/quality/depth/hdr.mobile
Default false

Lower-end override for rendering/quality/depth/hdr on mobile devices, due to performance concerns or driver support.


  • String rendering/quality/depth_prepass/disable_for_vendors
Default "PowerVR,Mali,Adreno,Apple"

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


  • bool rendering/quality/depth_prepass/enable
Default true

If true, performs 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
Default 4096

The directional shadow’s size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2.


  • int rendering/quality/directional_shadow/size.mobile
Default 2048

Lower-end override for rendering/quality/directional_shadow/size on mobile devices, due to performance concerns or driver support.


  • String rendering/quality/driver/driver_name
Default "GLES3"

The video driver to use (“GLES2” or “GLES3”).

Note: The backend in use can be overridden at runtime via the --video-driver command line argument, or by the rendering/quality/driver/fallback_to_gles2 option if the target system does not support GLES3 and falls back to GLES2. In such cases, this property is not updated, so use OS.get_current_video_driver to query it at run-time.


  • bool rendering/quality/driver/fallback_to_gles2
Default false

If true, allows falling back to the GLES2 driver if the GLES3 driver is not supported.

Note: The two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack’s size.


  • int rendering/quality/filters/anisotropic_filter_level
Default 4

Maximum anisotropic filter level used for textures with anisotropy enabled. Higher values will result in sharper textures when viewed from oblique angles, at the cost of performance. Only power-of-two values are valid (2, 4, 8, 16).


  • int rendering/quality/filters/msaa
Default 0

Sets the number of MSAA samples to use. MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware.

Note: MSAA is not available on HTML5 export using the GLES2 backend.


  • bool rendering/quality/filters/use_nearest_mipmap_filter
Default false

If true, uses nearest-neighbor mipmap filtering when using mipmaps (also called “bilinear filtering”), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If false, linear mipmap filtering (also called “trilinear filtering”) is used.


  • int rendering/quality/intended_usage/framebuffer_allocation
Default 2

Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to “2D Without Sampling” or “3D Without Effects”, sample buffers will not be allocated. This means SCREEN_TEXTURE and DEPTH_TEXTURE will not be available in shaders and post-processing effects will not be available in the Environment.


  • int rendering/quality/intended_usage/framebuffer_allocation.mobile
Default 3

Lower-end override for rendering/quality/intended_usage/framebuffer_allocation on mobile devices, due to performance concerns or driver support.


  • int rendering/quality/reflections/atlas_size
Default 2048

Size of the atlas used by reflection probes. A larger size can result in higher visual quality, while a smaller size will be faster and take up less memory.


  • int rendering/quality/reflections/atlas_subdiv
Default 8

Number of subdivisions to use for the reflection atlas. A higher number lowers the quality of each atlas, but allows you to use more.


  • bool rendering/quality/reflections/high_quality_ggx
Default true

If true, uses a high amount of samples to create blurred variants of reflection probes and panorama backgrounds (sky). Those blurred variants are used by rough materials.


  • bool rendering/quality/reflections/high_quality_ggx.mobile
Default false

Lower-end override for rendering/quality/reflections/high_quality_ggx on mobile devices, due to performance concerns or driver support.


  • int rendering/quality/reflections/irradiance_max_size
Default 128

Limits the size of the irradiance map which is normally determined by Sky.radiance_size. A higher size results in a higher quality irradiance map similarly to rendering/quality/reflections/high_quality_ggx. Use a higher value when using high-frequency HDRI maps, otherwise keep this as low as possible.

Note: Low and mid range hardware do not support complex irradiance maps well and may crash if this is set too high.


  • bool rendering/quality/reflections/texture_array_reflections
Default true

If true, uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise on reflections, but costs more performance and memory.


  • bool rendering/quality/reflections/texture_array_reflections.mobile
Default false

Lower-end override for rendering/quality/reflections/texture_array_reflections on mobile devices, due to performance concerns or driver support.


  • bool rendering/quality/shading/force_blinn_over_ggx
Default false

If true, uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.


  • bool rendering/quality/shading/force_blinn_over_ggx.mobile
Default true

Lower-end override for rendering/quality/shading/force_blinn_over_ggx on mobile devices, due to performance concerns or driver support.


  • bool rendering/quality/shading/force_lambert_over_burley
Default false

If true, uses faster but lower-quality Lambert material lighting model instead of Burley.


  • bool rendering/quality/shading/force_lambert_over_burley.mobile
Default true

Lower-end override for rendering/quality/shading/force_lambert_over_burley on mobile devices, due to performance concerns or driver support.


  • bool rendering/quality/shading/force_vertex_shading
Default false

If true, forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.


  • bool rendering/quality/shading/force_vertex_shading.mobile
Default true

Lower-end override for rendering/quality/shading/force_vertex_shading on mobile devices, due to performance concerns or driver support.


  • int rendering/quality/shadow_atlas/quadrant_0_subdiv
Default 1

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


  • int rendering/quality/shadow_atlas/quadrant_1_subdiv
Default 2

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


  • int rendering/quality/shadow_atlas/quadrant_2_subdiv
Default 3

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


  • int rendering/quality/shadow_atlas/quadrant_3_subdiv
Default 4

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


  • int rendering/quality/shadow_atlas/size
Default 4096

Size for shadow atlas (used for OmniLights and SpotLights). See documentation.


  • int rendering/quality/shadow_atlas/size.mobile
Default 2048

Lower-end override for rendering/quality/shadow_atlas/size on mobile devices, due to performance concerns or driver support.


  • int rendering/quality/shadows/filter_mode
Default 1

Shadow filter mode. Higher-quality settings result in smoother shadows that flicker less when moving. “Disabled” is the fastest option, but also has the lowest quality. “PCF5” is smoother but is also slower. “PCF13” is the smoothest option, but is also the slowest.


  • int rendering/quality/shadows/filter_mode.mobile
Default 0

Lower-end override for rendering/quality/shadows/filter_mode on mobile devices, due to performance concerns or driver support.


  • bool rendering/quality/subsurface_scattering/follow_surface
Default false

Improves quality of subsurface scattering, but cost significantly increases.


  • int rendering/quality/subsurface_scattering/quality
Default 1

Quality setting for subsurface scattering (samples taken).


  • int rendering/quality/subsurface_scattering/scale
Default 1.0

Max radius used for subsurface scattering samples.


  • bool rendering/quality/subsurface_scattering/weight_samples
Default true

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


  • bool rendering/quality/voxel_cone_tracing/high_quality
Default false

Use high-quality voxel cone tracing. This results in better-looking reflections, but is much more expensive on the GPU.


  • int rendering/threads/thread_model
Default 1

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


  • bool rendering/vram_compression/import_bptc
Default false

If true, the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the GLES3 renderer.


  • bool rendering/vram_compression/import_etc
Default false

If true, the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn’t support alpha channels in textures.


  • bool rendering/vram_compression/import_etc2
Default true

If true, the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the GLES3 renderer.


  • bool rendering/vram_compression/import_pvrtc
Default false

If true, the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS.


  • bool rendering/vram_compression/import_s3tc
Default true

If true, the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.

Method Descriptions

Adds a custom property info to a property. The dictionary must contain:

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)

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


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


Returns the value of a setting.

Example:

print(ProjectSettings.get_setting("application/config/name"))

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


Returns 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 unless replace_files is set to false.


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


Saves the configuration to the project.godot file.


Saves the configuration to a custom file.


Sets the specified property’s initial value. This is the value the property reverts to.


  • void set_order ( String name, int position )

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


Sets the value of a setting.

Example:

ProjectSettings.set_setting("application/config/name", "Example")