ProjectSettings

    Category: Core

    Contains global variables accessible from everywhere.

    Properties

    void ( Dictionary hint )
    void ( String name )
    get_order ( name ) const
    Variant ( String name ) const
    globalize_path ( path ) const
    bool ( String name ) const
    load_resource_pack ( pack )
    String ( String path ) const
    property_can_revert ( name )
    Variant ( String name )
    save ( )
    save_custom ( file )
    voidset_initial_value ( name, Variant value )
    void ( String name, position )
    voidset_setting ( name, Variant value )

    Description

    Contains global variables accessible from everywhere. Use , set_setting or to access them. Variables stored in are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.

    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".


    • application/boot_splash/bg_color

    Background color for the boot splash.


    • bool application/boot_splash/fullsize

    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.


    • application/boot_splash/image

    Path to an image used as the boot splash.


    • String application/config/custom_user_dir_name

    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 ). 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 setting must be enabled for this to take effect.


    • String application/config/icon

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


    • application/config/name

    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

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


    • application/config/use_custom_user_dir

    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 setting for this to take effect. If false, the project will save user data to (OS user data directory)/Godot/app_userdata/(project name).


    • bool application/run/disable_stderr

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


    • application/run/disable_stdout

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


    • int application/run/frame_delay_msec

    Forces a delay between frames in the main loop (in milliseconds). This may be useful if you plan to disable vertical synchronization.


    • application/run/low_processor_mode

    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

    Amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.


    • 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.


    • 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.


    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.


    • audio/enable_audio_input

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


    • int audio/mix_rate

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


    • audio/output_latency

    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

    Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.


    • 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.


    • compression/formats/zstd/compression_level

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


    • bool compression/formats/zstd/long_distance_matching

    Enables long-distance matching in Zstandard.


    • compression/formats/zstd/window_log_size

    • bool debug/gdscript/completion/autocomplete_setters_and_getters

    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.


    • debug/gdscript/warnings/constant_used_as_function

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


    • bool debug/gdscript/warnings/deprecated_keyword

    If true, enables warnings when deprecated keywords such as slave are used.


    • debug/gdscript/warnings/enable

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


    • bool debug/gdscript/warnings/exclude_addons

    • debug/gdscript/warnings/function_conflicts_constant

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


    • bool debug/gdscript/warnings/function_conflicts_variable

    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.


    • debug/gdscript/warnings/function_may_yield

    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

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


    • debug/gdscript/warnings/incompatible_ternary

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


    • bool debug/gdscript/warnings/integer_division

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


    • debug/gdscript/warnings/narrowing_conversion

    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

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


    • debug/gdscript/warnings/return_value_discarded

    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.


    • debug/gdscript/warnings/shadowed_variable

    • bool debug/gdscript/warnings/standalone_expression

    If , enables warnings when calling an expression that has no effect on the surrounding code, such as writing 2 + 2 as a statement.


    • debug/gdscript/warnings/treat_warnings_as_errors

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


    • bool debug/gdscript/warnings/unassigned_variable

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


    • debug/gdscript/warnings/unassigned_variable_op_assign

    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

    If true, enables warnings when unreachable code is detected (such as after a return statement that will always be executed).


    • debug/gdscript/warnings/unsafe_call_argument

    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

    If true, enables warnings when performing an unsafe cast.


    • debug/gdscript/warnings/unsafe_method_access

    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

    If true, enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class.


    • debug/gdscript/warnings/unused_argument

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


    • bool debug/gdscript/warnings/unused_class_variable

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


    • debug/gdscript/warnings/unused_signal

    • bool debug/gdscript/warnings/unused_variable

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


    • debug/gdscript/warnings/variable_conflicts_function

    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

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


    • debug/settings/crash_handler/message

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


    • int debug/settings/fps/force_fps

    • 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.


    • debug/settings/stdout/print_fps

    Print frames per second to standard output every second.


    • bool debug/settings/stdout/verbose_stdout

    Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc.


    • 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 (limited to 256x256).


    • display/mouse_cursor/custom_image_hotspot

    Hotspot for the custom mouse cursor image.


    • Vector2 display/mouse_cursor/tooltip_position_offset

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


    • display/window/dpi/allow_hidpi

    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

    If true, keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.


    • display/window/handheld/orientation

    Default orientation on mobile devices.


    • bool display/window/per_pixel_transparency/allowed

    If true, allows per-pixel transparency in a desktop window. This affects performance if not needed, so leave it on false unless you need it.


    • display/window/per_pixel_transparency/enabled

    • bool display/window/per_pixel_transparency/splash

    • 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.


    • 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.


    • display/window/size/resizable

    Allows the window to be resizable by default.


    • int display/window/size/test_height

    If greater than zero, uses a different height for the window when running from the editor. The main use for this is to test with stretch modes.


    • display/window/size/test_width

    If greater than zero, uses a different width for the window when running from the editor. The main use for this is to test with stretch modes.


    • int display/window/size/width

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


    • display/window/vsync/use_vsync

    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).


    Internal editor setting, don’t touch.


    • gui/common/default_scroll_deadzone

    • bool gui/common/swap_ok_cancel

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


    • gui/theme/custom

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


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


    • gui/theme/use_hidpi

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


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


    • float gui/timers/text_edit_idle_detect_sec

    Timer for detecting idle in the editor (in seconds).


    • input/ui_accept


    • input/ui_down


    • input/ui_focus_next


    • input/ui_home


    • input/ui_page_down


    • input/ui_right


    • input/ui_up

    • bool input_devices/pointing/emulate_mouse_from_touch

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


    • input_devices/pointing/emulate_touch_from_mouse

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


    • String layer_names/2d_physics/layer_1

    • layer_names/2d_physics/layer_10

    • String layer_names/2d_physics/layer_11

    • layer_names/2d_physics/layer_12

    • String layer_names/2d_physics/layer_13

    • layer_names/2d_physics/layer_14

    • String layer_names/2d_physics/layer_15

    • layer_names/2d_physics/layer_16

    • String layer_names/2d_physics/layer_17

    • layer_names/2d_physics/layer_18

    • String layer_names/2d_physics/layer_19

    • layer_names/2d_physics/layer_2

    • String layer_names/2d_physics/layer_20

    • layer_names/2d_physics/layer_3

    • String layer_names/2d_physics/layer_4

    • layer_names/2d_physics/layer_5

    • String layer_names/2d_physics/layer_6

    • layer_names/2d_physics/layer_7

    • String layer_names/2d_physics/layer_8

    • layer_names/2d_physics/layer_9

    • String layer_names/2d_render/layer_1

    • layer_names/2d_render/layer_10

    • String layer_names/2d_render/layer_11

    • layer_names/2d_render/layer_12

    • String layer_names/2d_render/layer_13

    • layer_names/2d_render/layer_14

    • String layer_names/2d_render/layer_15

    • layer_names/2d_render/layer_16

    • String layer_names/2d_render/layer_17

    • layer_names/2d_render/layer_18

    • String layer_names/2d_render/layer_19

    • layer_names/2d_render/layer_2

    • String layer_names/2d_render/layer_20

    • layer_names/2d_render/layer_3

    • String layer_names/2d_render/layer_4

    • layer_names/2d_render/layer_5

    • String layer_names/2d_render/layer_6

    • layer_names/2d_render/layer_7

    • String layer_names/2d_render/layer_8

    • layer_names/2d_render/layer_9

    • String layer_names/3d_physics/layer_1

    • layer_names/3d_physics/layer_10

    • String layer_names/3d_physics/layer_11

    • layer_names/3d_physics/layer_12

    • String layer_names/3d_physics/layer_13

    • layer_names/3d_physics/layer_14

    • String layer_names/3d_physics/layer_15

    • layer_names/3d_physics/layer_16

    • String layer_names/3d_physics/layer_17

    • layer_names/3d_physics/layer_18

    • String layer_names/3d_physics/layer_19

    • layer_names/3d_physics/layer_2

    • String layer_names/3d_physics/layer_20

    • layer_names/3d_physics/layer_3

    • String layer_names/3d_physics/layer_4

    • layer_names/3d_physics/layer_5

    • String layer_names/3d_physics/layer_6

    • layer_names/3d_physics/layer_7

    • String layer_names/3d_physics/layer_8

    • layer_names/3d_physics/layer_9

    • String layer_names/3d_render/layer_1

    • layer_names/3d_render/layer_10

    • String layer_names/3d_render/layer_11

    • layer_names/3d_render/layer_12

    • String layer_names/3d_render/layer_13

    • layer_names/3d_render/layer_14

    • String layer_names/3d_render/layer_15

    • layer_names/3d_render/layer_16

    • String layer_names/3d_render/layer_17

    • layer_names/3d_render/layer_18

    • String layer_names/3d_render/layer_19

    • layer_names/3d_render/layer_2

    • String layer_names/3d_render/layer_20

    • layer_names/3d_render/layer_3

    • String layer_names/3d_render/layer_4

    • layer_names/3d_render/layer_5

    • String layer_names/3d_render/layer_6

    • layer_names/3d_render/layer_7


    • String layer_names/3d_render/layer_9

    • locale/fallback

    The locale to fall back to if a translation isn’t available in a given language. If left empty, en (English) will be used.


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


    • logging/file_logging/enable_file_logging

    If , logs all output to files.


    • String logging/file_logging/log_path

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


    • logging/file_logging/max_log_files

    Specifies the maximum amount of log files allowed (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.


    • 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 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.


    • 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.


    • 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/limits/websocket_client/max_in_buffer_kb

    • network/limits/websocket_client/max_in_packets

    • int network/limits/websocket_client/max_out_buffer_kb

    • network/limits/websocket_client/max_out_packets

    • int network/limits/websocket_server/max_in_buffer_kb

    • network/limits/websocket_server/max_in_packets

    • int network/limits/websocket_server/max_out_buffer_kb

    • network/limits/websocket_server/max_out_packets

    • int network/remote_fs/page_read_ahead

    Amount of read ahead used by remote filesystem. Higher values decrease the effects of latency at the cost of higher bandwidth usage.


    • network/remote_fs/page_size

    Page size used by remote filesystem (in bytes).


    • int node/name_casing

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


    • node/name_num_separator

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


    • String physics/2d/physics_engine

    • physics/2d/thread_model

    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.


    • bool physics/3d/active_soft_world

    • physics/3d/physics_engine

    Sets which physics engine to use.


    • int physics/common/physics_fps

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


    • physics/common/physics_jitter_fix

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


    • Color rendering/environment/default_clear_color

    Default background clear color. Overriddable per using its Environment. See and Environment.background_color in particular. To change this default color programmatically, use .


    • int rendering/limits/buffers/blend_shape_max_buffer_size_kb

    • 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.


    • 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 meshes themselves.


    • rendering/limits/rendering/max_renderable_lights

    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

    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.


    • 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 precision errors on shader animations. This setting specifies when (in seconds).


    • bool rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround

    Some NVIDIA GPU drivers have a bug which produces flickering issues for the draw_rect method, especially as used in . 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.


    • rendering/quality/2d/use_pixel_snap

    If true, forces 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.


    • rendering/quality/depth_prepass/enable

    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

    The directional shadow’s size in pixels. Higher values will result in sharper shadows, at the cost of performance.


    • rendering/quality/directional_shadow/size.mobile

    • String rendering/quality/driver/driver_name

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

    Note that the backend in use can be overridden at runtime via the --video-driver command line argument, or by the 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.


    • rendering/quality/driver/fallback_to_gles2

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

    Note that 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

    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).


    • rendering/quality/filters/use_nearest_mipmap_filter

    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

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


    • rendering/quality/intended_usage/framebuffer_allocation.mobile

    • bool rendering/quality/reflections/high_quality_ggx

    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.


    • rendering/quality/reflections/high_quality_ggx.mobile

    • bool rendering/quality/reflections/texture_array_reflections

    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.


    • rendering/quality/reflections/texture_array_reflections.mobile

    • bool rendering/quality/shading/force_blinn_over_ggx

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


    • rendering/quality/shading/force_blinn_over_ggx.mobile

    • bool rendering/quality/shading/force_lambert_over_burley

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


    • rendering/quality/shading/force_lambert_over_burley.mobile

    • bool rendering/quality/shading/force_vertex_shading

    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.


    • 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.


    • 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.


    • 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 OmniLights and SpotLights). See documentation.


    • rendering/quality/shadow_atlas/size.mobile

    • int rendering/quality/shadows/filter_mode

    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.


    • rendering/quality/shadows/filter_mode.mobile

    • bool rendering/quality/subsurface_scattering/follow_surface

    Improves quality of subsurface scattering, but cost significantly increases.


    • rendering/quality/subsurface_scattering/quality

    Quality setting for subsurface scaterring (samples taken).


    • int rendering/quality/subsurface_scattering/scale

    • 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. This results in better-looking reflections, but is much more expensive on the GPU.


    • rendering/threads/thread_model

    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

    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.


    • rendering/vram_compression/import_etc

    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

    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.


    • rendering/vram_compression/import_pvrtc

    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

    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.


    • script

    Method Descriptions

    Adds a custom property info to a property. The dictionary must contain: name:(the property’s name) and type:int(see TYPE_* in ), and optionally hint:int(see PROPERTY_HINT_* in ), hint_string:String.

    Example:


    • void clear ( name )

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


    • int get_order ( name ) const

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


    • Variant get_setting ( name ) const

    • String globalize_path ( path ) const

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


    • bool has_setting ( name ) const

    Returns true if a configuration value is present.


    • bool load_resource_pack ( pack )

    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.


    • String localize_path ( path ) const

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


    • bool property_can_revert ( name )

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


    • Variant property_get_revert ( name )

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


    Saves the configuration to the file.


    Saves the configuration to a custom file.


    • void set_initial_value ( name, Variant value )


    • void set_setting ( name, Variant value )