ProjectSettings

    Contains global variables accessible from everywhere.

    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.

    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.

    Tutorials

    Methods

    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, bool replace_files=true, offset=0 )
    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 )
    • android/modules
    Default“”

    Comma-separated list of custom Android modules (which must have been built in the Android export templates) using their Java package path, e.g. "org/godotengine/godot/MyCustomSingleton,com/example/foo/FrenchFriesFactory".

    Note: Since Godot 3.2.2, the org/godotengine/godot/GodotPaymentV3 module was deprecated and replaced by the GodotPayment plugin which should be enabled in the Android export preset under Plugins section. The singleton to access in code was also renamed to GodotPayment.


    • Color application/boot_splash/bg_color
    DefaultColor( 0.14, 0.14, 0.14, 1 )

    Background color for the boot splash.


    • application/boot_splash/fullsize
    Defaulttrue

    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.


    • application/boot_splash/use_filter
    Defaulttrue

    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 ). 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/description
    Default“”

    The project’s description, displayed as a tooltip in the Project Manager when hovering the project.


    • 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 .


    • String application/config/name
    Default“”

    The project’s name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.

    Note: Changing this value will also change the user data folder’s path if is false. After renaming the project, you will no longer be able to access existing data in user:// unless you rename the old folder to match the new project name. See Data paths in the documentation for more information.


    • 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
    Defaultfalse

    If true, the project will save user data to its own user directory (see ). 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).


    • 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.


    • application/run/disable_stderr
    Defaultfalse

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


    • bool application/run/disable_stdout
    Defaultfalse

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


    • application/run/frame_delay_msec
    Default0

    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
    Defaultfalse

    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.


    • application/run/low_processor_mode_sleep_usec
    Default6900

    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.


    • 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
    Default2.0

    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.


    • audio/default_bus_layout
    Default“res://default_bus_layout.tres”

    Default AudioBusLayout resource file to use in the project, unless overridden by the scene.


    • audio/driver
    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
    Defaultfalse

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


    • audio/mix_rate
    Default44100

    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
    Default15

    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.


    • audio/output_latency.web
    Default50

    Safer override for audio/output_latency in the Web platform, to avoid audio issues especially on mobile devices.


    • audio/video_delay_compensation_ms
    Default0

    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

    The default compression level for gzip. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. -1 uses the default gzip compression level, which is identical to 6 but could change in the future due to underlying zlib updates.


    • compression/formats/zlib/compression_level
    Default-1

    The default compression level for Zlib. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. -1 uses the default gzip compression level, which is identical to 6 but could change in the future due to underlying zlib updates.


    • int compression/formats/zstd/compression_level
    Default3

    The default compression level for Zstandard. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level.


    • compression/formats/zstd/long_distance_matching
    Defaultfalse

    Enables long-distance matching in Zstandard.


    • compression/formats/zstd/window_log_size
    Default27

    Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.


    • bool debug/gdscript/completion/autocomplete_setters_and_getters
    Defaultfalse

    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
    Defaulttrue

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


    • bool debug/gdscript/warnings/deprecated_keyword
    Defaulttrue

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


    • debug/gdscript/warnings/enable
    Defaulttrue

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


    • bool debug/gdscript/warnings/exclude_addons
    Defaulttrue

    If true, scripts in the res://addons folder will not generate warnings.


    • debug/gdscript/warnings/function_conflicts_constant
    Defaulttrue

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


    • bool debug/gdscript/warnings/function_conflicts_variable
    Defaulttrue

    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
    Defaulttrue

    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
    Defaulttrue

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


    • debug/gdscript/warnings/incompatible_ternary
    Defaulttrue

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


    • bool debug/gdscript/warnings/integer_division
    Defaulttrue

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


    • debug/gdscript/warnings/narrowing_conversion
    Defaulttrue

    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
    Defaulttrue

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


    • debug/gdscript/warnings/return_value_discarded
    Defaulttrue

    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
    Defaulttrue

    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
    Defaulttrue

    If true, 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/standalone_ternary
    Defaulttrue

    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
    Defaultfalse

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


    • debug/gdscript/warnings/unassigned_variable
    Defaulttrue

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


    • bool debug/gdscript/warnings/unassigned_variable_op_assign
    Defaulttrue

    If true, enables warnings when assigning a variable using an assignment operator like += if the variable wasn’t previously assigned.


    • debug/gdscript/warnings/unreachable_code
    Defaulttrue

    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
    Defaultfalse

    If true, enables warnings when using an expression whose type may not be compatible with the function parameter expected.


    • debug/gdscript/warnings/unsafe_cast
    Defaultfalse

    If true, enables warnings when performing an unsafe cast.


    • bool debug/gdscript/warnings/unsafe_method_access
    Defaultfalse

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


    • debug/gdscript/warnings/unsafe_property_access
    Defaultfalse

    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
    Defaulttrue

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


    • debug/gdscript/warnings/unused_class_variable
    Defaultfalse

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


    • bool debug/gdscript/warnings/unused_signal
    Defaulttrue

    If true, enables warnings when a signal is unused.


    • debug/gdscript/warnings/unused_variable
    Defaulttrue

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


    • bool debug/gdscript/warnings/variable_conflicts_function
    Defaulttrue

    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.


    • debug/gdscript/warnings/void_assignment
    Defaulttrue

    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 “

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


    • int debug/settings/fps/force_fps
    Default0

    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 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
    Default1024

    Maximum call stack allowed for debugging GDScript.


    • debug/settings/profiler/max_functions
    Default16384

    Maximum amount of functions per frame allowed when profiling.


    • bool debug/settings/stdout/print_fps
    Defaultfalse

    Print frames per second to standard output every second.


    • debug/settings/stdout/verbose_stdout
    Defaultfalse

    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
    Default1024

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


    • debug/shapes/collision/contact_color
    DefaultColor( 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
    Default10000

    Maximum number of contact points between collision shapes to display when “Visible Collision Shapes” is enabled in the Debug menu.


    • debug/shapes/collision/shape_color
    DefaultColor( 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
    DefaultColor( 1, 0.7, 0.1, 0.4 )

    Color of the disabled navigation geometry, visible when “Visible Navigation” is enabled in the Debug menu.


    • debug/shapes/navigation/geometry_color
    DefaultColor( 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).


    • display/mouse_cursor/custom_image_hotspot
    DefaultVector2( 0, 0 )

    Hotspot for the custom mouse cursor image.


    • Vector2 display/mouse_cursor/tooltip_position_offset
    DefaultVector2( 10, 10 )

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


    • display/window/dpi/allow_hidpi
    Defaultfalse

    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
    Defaulttrue

    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“landscape”

    Default orientation on mobile devices.


    • bool display/window/ios/hide_home_indicator
    Defaulttrue

    If true, the home indicator is hidden automatically. This only affects iOS devices without a physical home button.


    • display/window/per_pixel_transparency/allowed
    Defaultfalse

    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
    Defaultfalse

    Sets the window background to transparent when it starts.


    • display/window/size/always_on_top
    Defaultfalse

    Forces the main window to be always on top.

    Note: This setting is ignored on iOS, Android, and HTML5.


    • bool display/window/size/borderless
    Defaultfalse

    Forces the main window to be borderless.

    Note: This setting is ignored on iOS, Android, and HTML5.


    • display/window/size/fullscreen
    Defaultfalse

    Sets the main window to full screen when the project starts. Note that this is not exclusive fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.

    Regardless of the platform, enabling fullscreen will change the window size to match the monitor’s size. Therefore, make sure your project supports multiple resolutions when enabling fullscreen mode.

    Note: This setting is ignored on iOS, Android, and HTML5.


    • display/window/size/height
    Default600

    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
    Defaulttrue

    Allows the window to be resizable by default.

    Note: This setting is ignored on iOS and Android.


    • display/window/size/test_height
    Default0

    If greater than zero, overrides the window height when running the game. Useful for testing stretch modes.


    • int display/window/size/test_width
    Default0

    If greater than zero, overrides the window width when running the game. Useful for testing stretch modes.


    • display/window/size/width
    Default1024

    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.


    • String display/window/tablet_driver
    Default“”

    Specifies the tablet driver to use. If left empty, the default driver will be used.


    • display/window/vsync/use_vsync
    Defaulttrue

    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
    Defaultfalse

    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.


    • editor/script_templates_search_path
    Default“res://script_templates”

    Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.


    DefaultPoolStringArray( “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.


    • gui/common/default_scroll_deadzone
    Default0

    Default value for ScrollContainer.scroll_deadzone, which will be used for all s unless overridden.


    • bool gui/common/swap_ok_cancel
    Defaultfalse

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


    • gui/common/text_edit_undo_stack_max_size
    Default1024

    Default“”

    Path to a custom resource file to use for the project (theme or generic tres/res extension).


    Default“”

    Path to a custom resource to use as default for all GUI elements of the project.


    • bool gui/theme/use_hidpi
    Defaultfalse

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


    • gui/timers/incremental_search_max_interval_msec
    Default2000

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


    • float gui/timers/text_edit_idle_detect_sec
    Default3

    Timer for detecting idle in (in seconds).


    • float gui/timers/tooltip_delay_sec

    Default delay for tooltips (in seconds).


    • input/ui_accept

    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 s. The events assigned to the action can however be modified.


    Default 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.


    • input/ui_down

    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 s. The events assigned to the action can however be modified.


    Default to go to the end position of a Control (e.g. last item in an or a Tree), matching the behavior of 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.


    • input/ui_focus_next

    Default InputEventAction to focus the next 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 s. The events assigned to the action can however be modified.


    Default to focus the previous Control in the scene. The focus behavior can be configured via .

    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 to go to the start position of a Control (e.g. first item in an or a Tree), matching the behavior of 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.


    • input/ui_left

    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 s. The events assigned to the action can however be modified.


    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several s. The events assigned to the action can however be modified.


    Default to go up a page in a Control (e.g. in an or a Tree), matching the behavior of 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.


    • input/ui_right

    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 s. The events assigned to the action can however be modified.


    Default to select an item in a Control (e.g. in an or a Tree).

    Note: Default ui_* actions cannot be removed as they are necessary for the internal logic of several s. The events assigned to the action can however be modified.


    Default 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.


    • input_devices/pointing/emulate_mouse_from_touch
    Defaulttrue

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


    • bool input_devices/pointing/emulate_touch_from_mouse
    Defaultfalse

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


    • input_devices/pointing/ios/touch_delay
    Default0.15

    Default delay for touch events. This only affects iOS devices.


    • String layer_names/2d_physics/layer_1
    Default“”

    Optional name for the 2D physics layer 1.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • 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.


    • locale/test
    Default“”

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


    • bool logging/file_logging/enable_file_logging
    Defaultfalse

    If true, logs all output to files.


    • logging/file_logging/enable_file_logging.pc
    Defaulttrue

    Desktop override for logging/file_logging/enable_file_logging, as log files are not readily accessible on mobile/Web platforms.


    • logging/file_logging/log_path
    Default“user://logs/godot.log”

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


    • int logging/file_logging/max_log_files
    Default5

    Specifies the maximum amount of log files allowed (used for rotation).


    • memory/limits/command_queue/multithreading_queue_size_kb
    Default256

    • int memory/limits/message_queue/max_size_kb
    Default4096

    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
    Default60

    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
    Default2048

    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_second
    Default100

    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
    Default10

    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/debugger_stdout/max_warnings_per_second
    Default100

    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
    Default16

    Default size of packet peer stream for deserializing Godot data (in bytes, specified as a power of two). The default value 16 is equal to 65,536 bytes. Over this size, data is dropped.


    • network/limits/tcp/connect_timeout_seconds
    Default30

    Timeout (in seconds) for connection attempts using TCP.


    • int network/limits/webrtc/max_channel_in_buffer_kb
    Default64

    Maximum size (in kiB) for the input buffer.


    • int network/limits/websocket_client/max_in_buffer_kb
    Default64

    Maximum size (in kiB) for the input buffer.


    • int network/limits/websocket_client/max_in_packets
    Default1024

    Maximum number of concurrent input packets for .


    • int network/limits/websocket_client/max_out_buffer_kb
    Default64

    Maximum size (in kiB) for the output buffer.


    • int network/limits/websocket_client/max_out_packets
    Default1024

    Maximum number of concurrent output packets for .


    • int network/limits/websocket_server/max_in_buffer_kb
    Default64

    Maximum size (in kiB) for the input buffer.


    • int network/limits/websocket_server/max_in_packets
    Default1024

    Maximum number of concurrent input packets for .


    • int network/limits/websocket_server/max_out_buffer_kb
    Default64

    Maximum size (in kiB) for the output buffer.


    • int network/limits/websocket_server/max_out_packets
    Default1024

    Maximum number of concurrent output packets for .


    • 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
    Default65536

    Page size used by remote filesystem (in bytes).


    • String network/ssl/certificates
    Default“”

    The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will override Godot’s default . If left empty, the default certificate bundle will be used.

    If in doubt, leave this setting empty.


    • int node/name_casing
    Default0

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


    • node/name_num_separator
    Default0

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


    • int physics/2d/bp_hash_table_size
    Default4096

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


    • physics/2d/cell_size
    Default128

    Cell size used for the broad-phase 2D hash grid algorithm (in pixels).


    • float physics/2d/default_angular_damp
    Default1.0

    The default angular damp in 2D.

    Note: Good values are in the range 0 to 1. At value 0 objects will keep moving with the same velocity. Values greater than 1 will aim to reduce the velocity to 0 in less than a second e.g. a value of 2 will aim to reduce the velocity to 0 in half a second. A value equal to or greater than the physics frame rate (, 60 by default) will bring the object to a stop in one iteration.


    • int physics/2d/default_gravity
    Default98

    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:


    DefaultVector2( 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:

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

    • physics/2d/default_linear_damp
    Default0.1

    The default linear damp in 2D.

    Note: Good values are in the range 0 to 1. At value 0 objects will keep moving with the same velocity. Values greater than 1 will aim to reduce the velocity to 0 in less than a second e.g. a value of 2 will aim to reduce the velocity to 0 in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60 by default) will bring the object to a stop in one iteration.


    • physics/2d/large_object_surface_threshold_in_cells
    Default512

    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.


    • physics/2d/sleep_threshold_angular
    Default0.139626

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


    • physics/2d/sleep_threshold_linear
    Default2.0

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


    • physics/2d/thread_model
    Default1

    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
    Default0.5

    • physics/3d/active_soft_world
    Defaulttrue

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


    • physics/3d/default_angular_damp
    Default0.1

    The default angular damp in 3D.

    Note: Good values are in the range 0 to 1. At value 0 objects will keep moving with the same velocity. Values greater than 1 will aim to reduce the velocity to 0 in less than a second e.g. a value of 2 will aim to reduce the velocity to 0 in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60 by default) will bring the object to a stop in one iteration.


    • physics/3d/default_gravity
    Default9.8

    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:


    • Vector3 physics/3d/default_gravity_vector
    DefaultVector3( 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:

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

    • physics/3d/default_linear_damp
    Default0.1

    The default linear damp in 3D.

    Note: Good values are in the range 0 to 1. At value 0 objects will keep moving with the same velocity. Values greater than 1 will aim to reduce the velocity to 0 in less than a second e.g. a value of 2 will aim to reduce the velocity to 0 in half a second. A value equal to or greater than the physics frame rate (physics/common/physics_fps, 60 by default) will bring the object to a stop in one iteration.


    • 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.


    • physics/common/enable_object_picking
    Defaulttrue

    Enables Viewport.physics_object_picking on the root viewport.


    • physics/common/physics_fps
    Default60

    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 instead.


    • float physics/common/physics_jitter_fix
    Default0.5

    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 instead.


    • bool rendering/batching/debug/diagnose_frame
    Defaultfalse

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


    • rendering/batching/debug/flash_batching
    Defaultfalse

    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.


    • int rendering/batching/lights/max_join_items
    Default32

    Lights have the potential to prevent joining items, and break many of the performance benefits of batching. This setting enables some complex logic to allow joining items if their lighting is similar, and overlap tests pass. This can significantly improve performance in some games. Set to 0 to switch off. With large values the cost of overlap tests may lead to diminishing returns.


    • rendering/batching/lights/scissor_area_threshold
    Default1.0

    Sets the proportion of the total screen area (in pixels) 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. The power of 4 of the value is used, in order to emphasize the lower range, and multiplied by the total screen area in pixels to give the threshold. This can reduce fill rate requirements in scenes with a lot of lighting.


    • bool rendering/batching/options/single_rect_fallback
    Defaultfalse

    Enabling this setting uses the legacy method to draw batches containing only one rect. The legacy method is faster (approx twice as fast), but can cause flicker on some systems. In order to directly compare performance with the non-batching renderer you can set this to true, but it is recommended to turn this off unless you can guarantee your target hardware will work with this method.


    • rendering/batching/options/use_batching
    Defaulttrue

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

    Note: Currently only effective when using the GLES2 renderer.


    • bool rendering/batching/options/use_batching_in_editor
    Defaulttrue

    Switches on batching within the editor.

    Note: Currently only effective when using the GLES2 renderer.


    • rendering/batching/parameters/batch_buffer_size
    Default16384

    Size of buffer reserved for batched vertices. Larger size enables larger batches, but there are diminishing returns for the memory used. This should only have a minor effect on performance.


    • float rendering/batching/parameters/colored_vertex_format_threshold
    Default0.25

    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.


    • rendering/batching/parameters/item_reordering_lookahead
    Default4

    In certain circumstances, the batcher can reorder items in order to better join them. This may result in better performance. An overlap test is needed however for each item lookahead, so there is a trade off, with diminishing returns. If you are getting no benefit, setting this to 0 will switch it off.


    • int rendering/batching/parameters/max_join_item_commands
    Default16

    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.


    • rendering/batching/precision/uv_contract
    Defaultfalse

    On some platforms (especially mobile), precision issues in shaders can lead to reading 1 texel outside of bounds, particularly where rects are scaled. This can particularly lead to border artifacts around tiles in tilemaps.

    This adjustment corrects for this by making a small contraction to the UV coordinates used. Note that this can result in a slight squashing of border texels.


    • int rendering/batching/precision/uv_contract_amount
    Default100

    The amount of UV contraction. This figure is divided by 1000000, and is a proportion of the total texture dimensions, where the width and height are both ranged from 0.0 to 1.0.

    Use the default unless correcting for a problem on particular hardware.


    • rendering/environment/default_clear_color
    DefaultColor( 0.3, 0.3, 0.3, 1 )

    Default background clear color. Overridable per Viewport using its . See Environment.background_mode and in particular. To change this default color programmatically, use VisualServer.set_default_clear_color.


    • 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.


    • rendering/gles2/compatibility/disable_half_float
    Defaultfalse

    The use of half-float vertex compression may be producing rendering errors on some platforms (especially iOS). These have been seen particularly in particles. Disabling half-float may resolve these problems.


    • bool rendering/gles2/compatibility/enable_high_float.Android
    Defaultfalse

    If true and available on the target device, enables high floating point precision for all shader computations in GLES2.

    Warning: High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution.


    • rendering/limits/buffers/blend_shape_max_buffer_size_kb
    Default4096

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


    • int rendering/limits/buffers/canvas_polygon_buffer_size_kb
    Default128

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


    • rendering/limits/buffers/canvas_polygon_index_buffer_size_kb
    Default128

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


    • int rendering/limits/buffers/immediate_buffer_size_kb
    Default2048

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


    • rendering/limits/rendering/max_lights_per_object
    Default32

    Max number of lights renderable per object. This is further limited by hardware support. Most devices only support 409 lights, while many devices (especially mobile) only support 102. Setting this low will slightly reduce memory usage and may decrease shader compile times.


    • int rendering/limits/rendering/max_renderable_elements
    Default65536

    Max amount of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.


    • rendering/limits/rendering/max_renderable_lights
    Default4096

    Max number of lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.


    • int rendering/limits/rendering/max_renderable_reflections
    Default1024

    Max number of reflection probes renderable in a frame. If more reflection probes than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.


    • rendering/limits/time/time_rollover_secs
    Default3600

    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).


    • int rendering/quality/2d/ninepatch_mode
    Default0

    Choose between default mode where corner scalings are preserved matching the artwork, and scaling mode.

    Not available in GLES3 when is off.


    • bool rendering/quality/2d/use_camera_snap
    Defaultfalse

    • rendering/quality/2d/use_nvidia_rect_flicker_workaround
    Defaultfalse

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

    If true, this option enables a “safe” code path for such NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 rendering, but only on desktop platforms.


    • bool rendering/quality/2d/use_pixel_snap
    Defaultfalse

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

    Consider using the project setting to prevent artifacts.


    • bool rendering/quality/2d/use_software_skinning
    Defaulttrue

    If true, performs 2D skinning on the CPU rather than the GPU. This provides greater compatibility with a wide range of hardware, and also may be faster in some circumstances.

    Currently only available when is active.


    • bool rendering/quality/2d/use_transform_snap
    Defaultfalse

    If true, forces snapping of 2D object transforms to the nearest whole coordinate.

    Can help prevent unwanted relative movement in pixel art styles.


    • rendering/quality/depth/hdr
    Defaulttrue

    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.


    • rendering/quality/depth/hdr.mobile
    Defaultfalse

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


    • 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
    Defaulttrue

    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.


    • rendering/quality/directional_shadow/size
    Default4096

    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
    Default2048

    Lower-end override for 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 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
    Defaultfalse

    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
    Default4

    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/msaa
    Default0

    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_debanding
    Defaultfalse

    If true, uses a fast post-processing filter to make banding significantly less visible. In some cases, debanding may introduce a slightly noticeable dithering pattern. It’s recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.

    Note: Only available on the GLES3 backend. must also be true for debanding to be effective.


    • bool rendering/quality/filters/use_fxaa
    Defaultfalse

    Enables FXAA in the root Viewport. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K.


    • rendering/quality/filters/use_nearest_mipmap_filter
    Defaultfalse

    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
    Default2

    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 .


    • int rendering/quality/intended_usage/framebuffer_allocation.mobile
    Default3

    Lower-end override for on mobile devices, due to performance concerns or driver support.


    • int rendering/quality/reflections/atlas_size
    Default2048

    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.


    • rendering/quality/reflections/atlas_subdiv
    Default8

    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
    Defaulttrue

    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
    Defaultfalse

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


    • rendering/quality/reflections/irradiance_max_size
    Default128

    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 . 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
    Defaulttrue

    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
    Defaultfalse

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


    • rendering/quality/shading/force_blinn_over_ggx
    Defaultfalse

    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
    Defaulttrue

    Lower-end override for on mobile devices, due to performance concerns or driver support.


    • bool rendering/quality/shading/force_lambert_over_burley
    Defaultfalse

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


    • rendering/quality/shading/force_lambert_over_burley.mobile
    Defaulttrue

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


    • rendering/quality/shading/force_vertex_shading
    Defaultfalse

    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
    Defaulttrue

    Lower-end override for on mobile devices, due to performance concerns or driver support.


    • int rendering/quality/shadow_atlas/quadrant_0_subdiv
    Default1

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


    • rendering/quality/shadow_atlas/quadrant_1_subdiv
    Default2

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


    • int rendering/quality/shadow_atlas/quadrant_2_subdiv
    Default3

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


    • rendering/quality/shadow_atlas/quadrant_3_subdiv
    Default4

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


    • int rendering/quality/shadow_atlas/size
    Default4096

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


    • rendering/quality/shadow_atlas/size.mobile
    Default2048

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


    • rendering/quality/shadows/filter_mode
    Default1

    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
    Default0

    Lower-end override for on mobile devices, due to performance concerns or driver support.


    • bool rendering/quality/skinning/force_software_skinning
    Defaultfalse

    Forces to always perform skinning on the CPU (applies to both GLES2 and GLES3).

    See also rendering/quality/skinning/software_skinning_fallback.


    • rendering/quality/skinning/software_skinning_fallback
    Defaulttrue

    Allows MeshInstance to perform skinning on the CPU when the hardware doesn’t support the default GPU skinning process with GLES2.

    If false, an alternative skinning process on the GPU is used in this case (slower in most cases).

    See also .

    Note: When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix.


    • float rendering/quality/spatial_partitioning/render_tree_balance
    Default0.0

    The rendering octree balance can be changed to favor smaller (0), or larger (1) branches.

    Larger branches can increase performance significantly in some projects.


    • rendering/quality/subsurface_scattering/follow_surface
    Defaultfalse

    Improves quality of subsurface scattering, but cost significantly increases.


    • int rendering/quality/subsurface_scattering/quality
    Default1

    Quality setting for subsurface scattering (samples taken).


    • rendering/quality/subsurface_scattering/scale
    Default1.0

    Max radius used for subsurface scattering samples.


    • bool rendering/quality/subsurface_scattering/weight_samples
    Defaulttrue

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


    • rendering/quality/voxel_cone_tracing/high_quality
    Defaultfalse

    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
    Default1

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


    • rendering/vram_compression/import_bptc
    Defaultfalse

    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
    Defaultfalse

    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.


    • rendering/vram_compression/import_etc2
    Defaulttrue

    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
    Defaultfalse

    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.


    • rendering/vram_compression/import_s3tc
    Defaulttrue

    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.


    • int world/2d/cell_size

    Cell size used for the 2D hash grid that uses (in pixels).

    Method Descriptions

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

    • name: (the property’s name)
    • type: int (see )
    • optionally hint: int (see ) and 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

    Returns the value of a setting.

    Example:

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

    • String globalize_path ( path ) const

    Returns the absolute, native OS path corresponding to the localized path (starting with res:// or user://). The returned path will vary depending on the operating system and user preferences. See File paths in Godot projects to see what those paths convert to. See also .

    Note: globalize_path with res:// will not work in an exported project. Instead, prepend the executable’s base directory to the path when running from an exported project:


    • has_setting ( String name ) const

    Returns true if a configuration value is present.


    • load_resource_pack ( String pack, replace_files=true, int offset=0 )

    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.

    Note: The optional offset parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files.


    • localize_path ( String path ) const

    Returns the localized path (starting with res://) corresponding to the absolute, native OS path. See also .


    • 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 project.godot file.


    Saves the configuration to a custom file. The file extension must be .godot (to save in text-based format) or (to save in binary format).


    • void set_initial_value ( String name, value )

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


    • void set_order ( String name, position )

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


    • void set_setting ( String name, value )

    Example: