Table of Contents

Class EditorSettings

Object that holds the project-independent editor settings.

Inheritance
EditorSettings

Remarks

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

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

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

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

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

Fields

NOTIFICATION_EDITOR_SETTINGS_CHANGED

Emitted after any editor setting has changed. It's used by various editor plugins to update their visuals on theme changes or logic on configuration changes.

const NOTIFICATION_EDITOR_SETTINGS_CHANGED = 10000

Properties

asset_library/use_threads

If true, the Asset Library uses multiple threads for its HTTP requests. This prevents the Asset Library from blocking the main thread for every loaded asset.

var asset_library/use_threads : bool

Property Value

bool

debugger/auto_switch_to_remote_scene_tree

If true, automatically switches to the Remote scene tree when running the project from the editor. If false, stays on the Local scene tree when running the project from the editor.

Warning: Enabling this setting can cause stuttering when running a project with a large amount of nodes (typically a few thousands of nodes or more), even if the editor window isn't focused. This is due to the remote scene tree being updated every second regardless of whether the editor is focused.

var debugger/auto_switch_to_remote_scene_tree : bool

Property Value

bool

debugger/auto_switch_to_stack_trace

If true, automatically switches to the Stack Trace panel when the debugger hits a breakpoint or steps.

var debugger/auto_switch_to_stack_trace : bool

Property Value

bool

debugger/profile_native_calls

If true, enables collection of profiling data from non-GDScript Godot functions, such as engine class methods. Enabling this slows execution while profiling further.

var debugger/profile_native_calls : bool

Property Value

bool

debugger/profiler_frame_history_size

The size of the profiler's frame history. The default value (3600) allows seeing up to 60 seconds of profiling if the project renders at a constant 60 FPS. Higher values allow viewing longer periods of profiling in the graphs, especially when the project is running at high framerates.

var debugger/profiler_frame_history_size : int

Property Value

int

debugger/profiler_frame_max_functions

The maximum number of script functions that can be displayed per frame in the profiler. If there are more script functions called in a given profiler frame, these functions will be discarded from the profiling results entirely.

Note: This setting is only read when the profiler is first started, so changing it during profiling will have no effect.

var debugger/profiler_frame_max_functions : int

Property Value

int

debugger/profiler_target_fps

The target frame rate shown in the visual profiler graph, in frames per second.

var debugger/profiler_target_fps : int

Property Value

int

debugger/remote_inspect_refresh_interval

The refresh interval for the remote inspector's properties (in seconds). Lower values are more reactive, but may cause stuttering while the project is running from the editor and the Remote scene tree is selected in the Scene tree dock.

var debugger/remote_inspect_refresh_interval : float

Property Value

float

debugger/remote_scene_tree_refresh_interval

The refresh interval for the remote scene tree (in seconds). Lower values are more reactive, but may cause stuttering while the project is running from the editor and the Remote scene tree is selected in the Scene tree dock.

var debugger/remote_scene_tree_refresh_interval : float

Property Value

float

docks/filesystem/always_show_folders

If true, displays folders in the FileSystem dock's bottom pane when split mode is enabled. If false, only files will be displayed in the bottom pane. Split mode can be toggled by pressing the icon next to the res:// folder path.

Note: This setting has no effect when split mode is disabled (which is the default).

var docks/filesystem/always_show_folders : bool

Property Value

bool

docks/filesystem/other_file_extensions

A comma separated list of unsupported file extensions to show in the FileSystem dock, e.g. "ico,icns".

var docks/filesystem/other_file_extensions : String

Property Value

String

docks/filesystem/textfile_extensions

A comma separated list of file extensions to consider as editable text files in the FileSystem dock (by double-clicking on the files), e.g. "txt,md,cfg,ini,log,json,yml,yaml,toml,xml".

var docks/filesystem/textfile_extensions : String

Property Value

String

docks/filesystem/thumbnail_size

The thumbnail size to use in the FileSystem dock (in pixels). See also filesystem/file_dialog/thumbnail_size.

var docks/filesystem/thumbnail_size : int

Property Value

int

docks/property_editor/auto_refresh_interval

The refresh interval to use for the Inspector dock's properties. The effect of this setting is mainly noticeable when adjusting gizmos in the 2D/3D editor and looking at the inspector at the same time. Lower values make the inspector refresh more often, but take up more CPU time.

var docks/property_editor/auto_refresh_interval : float

Property Value

float

docks/property_editor/subresource_hue_tint

The tint intensity to use for the subresources background in the Inspector dock. The tint is used to distinguish between different subresources in the inspector. Higher values result in a more noticeable background color difference.

var docks/property_editor/subresource_hue_tint : float

Property Value

float

If true, when a node is deleted with animation tracks referencing it, a confirmation dialog appears before the tracks are deleted. The dialog will appear even when using the "Delete (No Confirm)" shortcut.

var docks/scene_tree/ask_before_deleting_related_animation_tracks : bool

Property Value

bool

docks/scene_tree/ask_before_revoking_unique_name

If true, displays a confirmation dialog after left-clicking the "percent" icon next to a node name in the Scene tree dock. When clicked, this icon revokes the node's scene-unique name, which can impact the behavior of scripts that rely on this scene-unique name due to identifiers not being found anymore.

var docks/scene_tree/ask_before_revoking_unique_name : bool

Property Value

bool

docks/scene_tree/auto_expand_to_selected

If true, the scene tree dock will automatically unfold nodes when a node that has folded parents is selected.

var docks/scene_tree/auto_expand_to_selected : bool

Property Value

bool

docks/scene_tree/center_node_on_reparent

If true, new node created when reparenting node(s) will be positioned at the average position of the selected node(s).

var docks/scene_tree/center_node_on_reparent : bool

Property Value

bool

docks/scene_tree/hide_filtered_out_parents

If true, the scene tree dock will only show nodes that match the filter, without showing parents that don't. This settings can also be changed in the Scene dock's top menu.

var docks/scene_tree/hide_filtered_out_parents : bool

Property Value

bool

docks/scene_tree/start_create_dialog_fully_expanded

If true, the Create dialog (Create New Node/Create New Resource) will start with all its sections expanded. Otherwise, sections will be collapsed until the user starts searching (which will automatically expand sections as needed).

var docks/scene_tree/start_create_dialog_fully_expanded : bool

Property Value

bool

editors/2d/bone_color1

The "start" stop of the color gradient to use for bones in the 2D skeleton editor.

var editors/2d/bone_color1 : Color

Property Value

Color

editors/2d/bone_color2

The "end" stop of the color gradient to use for bones in the 2D skeleton editor.

var editors/2d/bone_color2 : Color

Property Value

Color

editors/2d/bone_ik_color

The color to use for inverse kinematics-enabled bones in the 2D skeleton editor.

var editors/2d/bone_ik_color : Color

Property Value

Color

editors/2d/bone_outline_color

The outline color to use for non-selected bones in the 2D skeleton editor. See also editors/2d/bone_selected_color.

var editors/2d/bone_outline_color : Color

Property Value

Color

editors/2d/bone_outline_size

The outline size in the 2D skeleton editor (in pixels). See also editors/2d/bone_width.

Note: Changes to this value only apply after modifying a Bone2D node in any way, or closing and reopening the scene.

var editors/2d/bone_outline_size : float

Property Value

float

editors/2d/bone_selected_color

The color to use for selected bones in the 2D skeleton editor. See also editors/2d/bone_outline_color.

var editors/2d/bone_selected_color : Color

Property Value

Color

editors/2d/bone_width

The bone width in the 2D skeleton editor (in pixels). See also editors/2d/bone_outline_size.

Note: Changes to this value only apply after modifying a Bone2D node in any way, or closing and reopening the scene.

var editors/2d/bone_width : float

Property Value

float

editors/2d/grid_color

The grid color to use in the 2D editor.

var editors/2d/grid_color : Color

Property Value

Color

editors/2d/guides_color

The guides color to use in the 2D editor. Guides can be created by dragging the mouse cursor from the rulers.

var editors/2d/guides_color : Color

Property Value

Color

editors/2d/smart_snapping_line_color

The color to use when drawing smart snapping lines in the 2D editor. The smart snapping lines will automatically display when moving 2D nodes if smart snapping is enabled in the Snapping Options menu at the top of the 2D editor viewport.

var editors/2d/smart_snapping_line_color : Color

Property Value

Color

editors/2d/use_integer_zoom_by_default

If true, the 2D editor will snap to integer zoom values when not holding the Alt key. If false, this behavior is swapped.

var editors/2d/use_integer_zoom_by_default : bool

Property Value

bool

editors/2d/viewport_border_color

The color of the viewport border in the 2D editor. This border represents the viewport's size at the base resolution defined in the Project Settings. Objects placed outside this border will not be visible unless a Camera2D node is used, or unless the window is resized and the stretch mode is set to disabled.

var editors/2d/viewport_border_color : Color

Property Value

Color

editors/2d/zoom_speed_factor

The factor to use when zooming in or out in the 2D editor. For example, 1.1 will zoom in by 10% with every step. If set to 2.0, zooming will only cycle through powers of two.

var editors/2d/zoom_speed_factor : float

Property Value

float

editors/3d/default_fov

The default camera vertical field of view to use in the 3D editor (in degrees). The camera field of view can be adjusted on a per-scene basis using the View menu at the top of the 3D editor. If a scene had its camera field of view adjusted using the View menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor.

Note: The editor camera always uses the Keep Height aspect mode.

var editors/3d/default_fov : float

Property Value

float

editors/3d/default_z_far

The default camera far clip distance to use in the 3D editor (in degrees). Higher values make it possible to view objects placed further away from the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera far clip distance can be adjusted on a per-scene basis using the View menu at the top of the 3D editor. If a scene had its camera far clip distance adjusted using the View menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor.

var editors/3d/default_z_far : float

Property Value

float

editors/3d/default_z_near

The default camera near clip distance to use in the 3D editor (in degrees). Lower values make it possible to view objects placed closer to the camera, at the cost of lower precision in the depth buffer (which can result in visible Z-fighting in the distance). The camera near clip distance can be adjusted on a per-scene basis using the View menu at the top of the 3D editor. If a scene had its camera near clip distance adjusted using the View menu, this setting is ignored in the scene in question. This setting is also ignored while a Camera3D node is being previewed in the editor.

var editors/3d/default_z_near : float

Property Value

float

editors/3d/freelook/freelook_activation_modifier

The modifier key to use to enable freelook in the 3D editor (on top of pressing the right mouse button).

Note: Regardless of this setting, the freelook toggle keyboard shortcut (Shift + F by default) is always available.

Note: On certain window managers on Linux, the Alt key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.

var editors/3d/freelook/freelook_activation_modifier : int

Property Value

int

editors/3d/freelook/freelook_base_speed

The base 3D freelook speed in units per second. This can be adjusted by using the mouse wheel while in freelook mode, or by holding down the "fast" or "slow" modifier keys (Shift and Alt by default, respectively).

var editors/3d/freelook/freelook_base_speed : float

Property Value

float

editors/3d/freelook/freelook_inertia

The inertia of the 3D freelook camera. Higher values make the camera start and stop slower, which looks smoother but adds latency.

var editors/3d/freelook/freelook_inertia : float

Property Value

float

editors/3d/freelook/freelook_navigation_scheme

The navigation scheme to use when freelook is enabled in the 3D editor. Some of the navigation schemes below may be more convenient when designing specific levels in the 3D editor.

  • Default: The "Freelook Forward", "Freelook Backward", "Freelook Up" and "Freelook Down" keys will move relative to the camera, taking its pitch angle into account for the movement.

  • Partially Axis-Locked: The "Freelook Forward" and "Freelook Backward" keys will move relative to the camera, taking its pitch angle into account for the movement. The "Freelook Up" and "Freelook Down" keys will move in an "absolute" manner, not taking the camera's pitch angle into account for the movement.

  • Fully Axis-Locked: The "Freelook Forward", "Freelook Backward", "Freelook Up" and "Freelook Down" keys will move in an "absolute" manner, not taking the camera's pitch angle into account for the movement.

See also editors/3d/navigation/navigation_scheme.

var editors/3d/freelook/freelook_navigation_scheme : int

Property Value

int

editors/3d/freelook/freelook_sensitivity

The mouse sensitivity to use while freelook mode is active in the 3D editor. See also editors/3d/navigation_feel/orbit_sensitivity.

var editors/3d/freelook/freelook_sensitivity : float

Property Value

float

If true, freelook speed is linked to the zoom value used in the camera orbit mode in the 3D editor.

var editors/3d/freelook/freelook_speed_zoom_link : bool

Property Value

bool

editors/3d/grid_division_level_bias

The grid division bias to use in the 3D editor. Negative values will cause small grid divisions to appear earlier, whereas positive values will cause small grid divisions to appear later.

var editors/3d/grid_division_level_bias : float

Property Value

float

editors/3d/grid_division_level_max

The largest grid division to use in the 3D editor. Together with editors/3d/primary_grid_steps, this determines how large the grid divisions can be. The grid divisions will not be able to get larger than primary_grid_steps ^ grid_division_level_max units. By default, when editors/3d/primary_grid_steps is 8, this means grid divisions cannot get larger than 64 units each (so primary grid lines are 512 units apart), no matter how far away the camera is from the grid.

var editors/3d/grid_division_level_max : int

Property Value

int

editors/3d/grid_division_level_min

The smallest grid division to use in the 3D editor. Together with editors/3d/primary_grid_steps, this determines how small the grid divisions can be. The grid divisions will not be able to get smaller than primary_grid_steps ^ grid_division_level_min units. By default, this means grid divisions cannot get smaller than 1 unit each, no matter how close the camera is from the grid.

var editors/3d/grid_division_level_min : int

Property Value

int

editors/3d/grid_size

The grid size in units. Higher values prevent the grid from appearing "cut off" at certain angles, but make the grid more demanding to render. Depending on the camera's position, the grid may not be fully visible since a shader is used to fade it progressively.

var editors/3d/grid_size : int

Property Value

int

editors/3d/grid_xy_plane

If true, renders the grid on the XY plane in perspective view. This can be useful for 3D side-scrolling games.

var editors/3d/grid_xy_plane : bool

Property Value

bool

editors/3d/grid_xz_plane

If true, renders the grid on the XZ plane in perspective view.

var editors/3d/grid_xz_plane : bool

Property Value

bool

editors/3d/grid_yz_plane

If true, renders the grid on the YZ plane in perspective view. This can be useful for 3D side-scrolling games.

var editors/3d/grid_yz_plane : bool

Property Value

bool

editors/3d/manipulator_gizmo_opacity

Opacity of the default gizmo for moving, rotating, and scaling 3D nodes.

var editors/3d/manipulator_gizmo_opacity : float

Property Value

float

editors/3d/manipulator_gizmo_size

Size of the default gizmo for moving, rotating, and scaling 3D nodes.

var editors/3d/manipulator_gizmo_size : int

Property Value

int

editors/3d/navigation/emulate_3_button_mouse

If true, enables 3-button mouse emulation mode. This is useful on laptops when using a trackpad.

When 3-button mouse emulation mode is enabled, the pan, zoom and orbit modifiers can always be used in the 3D editor viewport, even when not holding down any mouse button.

var editors/3d/navigation/emulate_3_button_mouse : bool

Property Value

bool

editors/3d/navigation/emulate_numpad

If true, allows using the top row 0-9 keys to function as their equivalent numpad keys for 3D editor navigation. This should be enabled on keyboards that have no numeric keypad available.

var editors/3d/navigation/emulate_numpad : bool

Property Value

bool

editors/3d/navigation/invert_x_axis

If true, invert the horizontal mouse axis when panning or orbiting in the 3D editor. This setting does not apply to freelook mode.

var editors/3d/navigation/invert_x_axis : bool

Property Value

bool

editors/3d/navigation/invert_y_axis

If true, invert the vertical mouse axis when panning, orbiting, or using freelook mode in the 3D editor.

var editors/3d/navigation/invert_y_axis : bool

Property Value

bool

editors/3d/navigation/navigation_scheme

The navigation scheme preset to use in the 3D editor. Changing this setting will affect the mouse button and modifier keys used to navigate the 3D editor viewport.

All schemes can use Mouse wheel to zoom.

  • Godot: Middle mouse button to orbit. Shift + Middle mouse button to pan. Ctrl + Middle mouse button to zoom.

  • Maya: Alt + Left mouse button to orbit. Middle mouse button to pan, Shift + Middle mouse button to pan 10 times faster. Alt + Right mouse button to zoom.

  • Modo: Alt + Left mouse button to orbit. Alt + Shift + Left mouse button to pan. Ctrl + Alt + Left mouse button to zoom.

  • Tablet/Trackpad: Alt to orbit. Shift to pan. Ctrl to zoom. Enables 3-button mouse emulation mode.

See also editors/3d/navigation/orbit_mouse_button, editors/3d/navigation/pan_mouse_button, editors/3d/navigation/zoom_mouse_button, editors/3d/freelook/freelook_navigation_scheme, and editors/3d/navigation/emulate_3_button_mouse.

Note: On certain window managers on Linux, the Alt key will be intercepted by the window manager when clicking a mouse button at the same time. This means Godot will not see the modifier key as being pressed.

var editors/3d/navigation/navigation_scheme : int

Property Value

int

editors/3d/navigation/orbit_mouse_button

The mouse button that needs to be held down to orbit in the 3D editor viewport.

var editors/3d/navigation/orbit_mouse_button : int

Property Value

int

editors/3d/navigation/pan_mouse_button

The mouse button that needs to be held down to pan in the 3D editor viewport.

var editors/3d/navigation/pan_mouse_button : int

Property Value

int

editors/3d/navigation/show_viewport_navigation_gizmo

If true, shows gizmos for moving and rotating the camera in the bottom corners of the 3D editor's viewport. Useful for devices that use touch screen.

var editors/3d/navigation/show_viewport_navigation_gizmo : bool

Property Value

bool

editors/3d/navigation/show_viewport_rotation_gizmo

If true, shows a small orientation gizmo in the top-right corner of the 3D editor's viewports.

var editors/3d/navigation/show_viewport_rotation_gizmo : bool

Property Value

bool

editors/3d/navigation/warped_mouse_panning

If true, warps the mouse around the 3D viewport while panning in the 3D editor. This makes it possible to pan over a large area without having to exit panning and adjust the mouse cursor.

var editors/3d/navigation/warped_mouse_panning : bool

Property Value

bool

editors/3d/navigation/zoom_mouse_button

The mouse button that needs to be held down to zoom in the 3D editor viewport.

var editors/3d/navigation/zoom_mouse_button : int

Property Value

int

editors/3d/navigation/zoom_style

The mouse cursor movement direction to use when zooming by moving the mouse. This does not affect zooming with the mouse wheel.

var editors/3d/navigation/zoom_style : int

Property Value

int

editors/3d/navigation_feel/orbit_inertia

The inertia to use when orbiting in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency.

var editors/3d/navigation_feel/orbit_inertia : float

Property Value

float

editors/3d/navigation_feel/orbit_sensitivity

The mouse sensitivity to use when orbiting in the 3D editor. See also editors/3d/freelook/freelook_sensitivity.

var editors/3d/navigation_feel/orbit_sensitivity : float

Property Value

float

editors/3d/navigation_feel/translation_inertia

The inertia to use when panning in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency.

var editors/3d/navigation_feel/translation_inertia : float

Property Value

float

editors/3d/navigation_feel/translation_sensitivity

The mouse sensitivity to use when panning in the 3D editor.

var editors/3d/navigation_feel/translation_sensitivity : float

Property Value

float

editors/3d/navigation_feel/zoom_inertia

The inertia to use when zooming in the 3D editor. Higher values make the camera start and stop slower, which looks smoother but adds latency.

var editors/3d/navigation_feel/zoom_inertia : float

Property Value

float

editors/3d/primary_grid_color

The color to use for the primary 3D grid. The color's alpha channel affects the grid's opacity.

var editors/3d/primary_grid_color : Color

Property Value

Color

editors/3d/primary_grid_steps

If set above 0, where a primary grid line should be drawn. By default, primary lines are configured to be more visible than secondary lines. This helps with measurements in the 3D editor. See also editors/3d/primary_grid_color and editors/3d/secondary_grid_color.

var editors/3d/primary_grid_steps : int

Property Value

int

editors/3d/secondary_grid_color

The color to use for the secondary 3D grid. This is generally a less visible color than editors/3d/primary_grid_color. The color's alpha channel affects the grid's opacity.

var editors/3d/secondary_grid_color : Color

Property Value

Color

editors/3d/selection_box_color

The color to use for the selection box that surrounds selected nodes in the 3D editor viewport. The color's alpha channel influences the selection box's opacity.

var editors/3d/selection_box_color : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/aabb

The color to use for the AABB gizmo that displays the GeometryInstance3D's custom AABB.

var editors/3d_gizmos/gizmo_colors/aabb : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/camera

The 3D editor gizmo color for Camera3Ds.

var editors/3d_gizmos/gizmo_colors/camera : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/csg

The 3D editor gizmo color for CSG nodes (such as CSGShape3D or CSGBox3D).

var editors/3d_gizmos/gizmo_colors/csg : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/decal

The 3D editor gizmo color for Decal nodes.

var editors/3d_gizmos/gizmo_colors/decal : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/fog_volume

The 3D editor gizmo color for FogVolume nodes.

var editors/3d_gizmos/gizmo_colors/fog_volume : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/gridmap_grid

The 3D editor gizmo color for the GridMap grid.

var editors/3d_gizmos/gizmo_colors/gridmap_grid : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/instantiated

The color override to use for 3D editor gizmos if the Node3D in question is part of an instantiated scene file (from the perspective of the current scene).

var editors/3d_gizmos/gizmo_colors/instantiated : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/joint

The 3D editor gizmo color for Joint3Ds and PhysicalBone3Ds.

var editors/3d_gizmos/gizmo_colors/joint : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/joint_body_a

Color for representing node_a for some Joint3D types.

var editors/3d_gizmos/gizmo_colors/joint_body_a : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/joint_body_b

Color for representing node_b for some Joint3D types.

var editors/3d_gizmos/gizmo_colors/joint_body_b : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/lightmap_lines

Color of lines displayed in baked LightmapGI node's grid.

var editors/3d_gizmos/gizmo_colors/lightmap_lines : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/lightprobe_lines

The 3D editor gizmo color used for LightmapProbe nodes.

var editors/3d_gizmos/gizmo_colors/lightprobe_lines : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/occluder

The 3D editor gizmo color used for OccluderInstance3D nodes.

var editors/3d_gizmos/gizmo_colors/occluder : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/particle_attractor

The 3D editor gizmo color used for GPUParticlesAttractor3D nodes.

var editors/3d_gizmos/gizmo_colors/particle_attractor : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/particle_collision

The 3D editor gizmo color used for GPUParticlesCollision3D nodes.

var editors/3d_gizmos/gizmo_colors/particle_collision : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/particles

The 3D editor gizmo color used for CPUParticles3D and GPUParticles3D nodes.

var editors/3d_gizmos/gizmo_colors/particles : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/path_tilt

The 3D editor gizmo color used for Path3D tilt circles, which indicate the direction the Curve3D is tilted towards.

var editors/3d_gizmos/gizmo_colors/path_tilt : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/reflection_probe

The 3D editor gizmo color used for ReflectionProbe nodes.

var editors/3d_gizmos/gizmo_colors/reflection_probe : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/selected_bone

The 3D editor gizmo color used for the currently selected Skeleton3D bone.

var editors/3d_gizmos/gizmo_colors/selected_bone : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/skeleton

The 3D editor gizmo color used for Skeleton3D nodes.

var editors/3d_gizmos/gizmo_colors/skeleton : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/spring_bone_collision

The 3D editor gizmo color used for SpringBoneCollision3D nodes.

var editors/3d_gizmos/gizmo_colors/spring_bone_collision : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/spring_bone_inside_collision

The 3D editor gizmo color used for SpringBoneCollision3D nodes with inside mode.

var editors/3d_gizmos/gizmo_colors/spring_bone_inside_collision : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/spring_bone_joint

The 3D editor gizmo color used for SpringBoneSimulator3D nodes.

var editors/3d_gizmos/gizmo_colors/spring_bone_joint : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/stream_player_3d

The 3D editor gizmo color used for AudioStreamPlayer3D's emission angle.

var editors/3d_gizmos/gizmo_colors/stream_player_3d : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/visibility_notifier

The 3D editor gizmo color used for VisibleOnScreenNotifier3D and VisibleOnScreenEnabler3D nodes.

var editors/3d_gizmos/gizmo_colors/visibility_notifier : Color

Property Value

Color

editors/3d_gizmos/gizmo_colors/voxel_gi

The 3D editor gizmo color used for VoxelGI nodes.

var editors/3d_gizmos/gizmo_colors/voxel_gi : Color

Property Value

Color

editors/3d_gizmos/gizmo_settings/bone_axis_length

The length of Skeleton3D bone gizmos in the 3D editor.

var editors/3d_gizmos/gizmo_settings/bone_axis_length : float

Property Value

float

editors/3d_gizmos/gizmo_settings/bone_shape

The shape of Skeleton3D bone gizmos in the 3D editor. Wire is a thin line, while Octahedron is a set of lines that represent a thicker hollow line pointing in a specific direction (similar to most 3D animation software).

var editors/3d_gizmos/gizmo_settings/bone_shape : int

Property Value

int

editors/3d_gizmos/gizmo_settings/path3d_tilt_disk_size

Size of the disk gizmo displayed when editing Path3D's tilt handles.

var editors/3d_gizmos/gizmo_settings/path3d_tilt_disk_size : float

Property Value

float

editors/animation/autorename_animation_tracks

If true, automatically updates animation tracks' target paths when renaming or reparenting nodes in the Scene tree dock.

var editors/animation/autorename_animation_tracks : bool

Property Value

bool

editors/animation/confirm_insert_track

If true, display a confirmation dialog when adding a new track to an animation by pressing the "key" icon next to a property. Holding Shift will bypass the dialog.

If false, the behavior is reversed, i.e. the dialog only appears when Shift is held.

var editors/animation/confirm_insert_track : bool

Property Value

bool

editors/animation/default_create_bezier_tracks

If true, create a Bezier track instead of a standard track when pressing the "key" icon next to a property. Bezier tracks provide more control over animation curves, but are more difficult to adjust quickly.

var editors/animation/default_create_bezier_tracks : bool

Property Value

bool

editors/animation/default_create_reset_tracks

If true, create a RESET track when creating a new animation track. This track can be used to restore the animation to a "default" state.

var editors/animation/default_create_reset_tracks : bool

Property Value

bool

editors/animation/onion_layers_future_color

The modulate color to use for "future" frames displayed in the animation editor's onion skinning feature.

var editors/animation/onion_layers_future_color : Color

Property Value

Color

editors/animation/onion_layers_past_color

The modulate color to use for "past" frames displayed in the animation editor's onion skinning feature.

var editors/animation/onion_layers_past_color : Color

Property Value

Color

editors/bone_mapper/handle_colors/error

var editors/bone_mapper/handle_colors/error : Color

Property Value

Color

editors/bone_mapper/handle_colors/missing

var editors/bone_mapper/handle_colors/missing : Color

Property Value

Color

editors/bone_mapper/handle_colors/set

var editors/bone_mapper/handle_colors/set : Color

Property Value

Color

editors/bone_mapper/handle_colors/unset

var editors/bone_mapper/handle_colors/unset : Color

Property Value

Color

editors/grid_map/palette_min_width

Minimum width of GridMap's mesh palette side panel.

var editors/grid_map/palette_min_width : int

Property Value

int

editors/grid_map/pick_distance

The maximum distance at which tiles can be placed on a GridMap, relative to the camera position (in 3D units).

var editors/grid_map/pick_distance : float

Property Value

float

editors/grid_map/preview_size

Texture size of mesh previews generated for GridMap's MeshLibrary.

var editors/grid_map/preview_size : int

Property Value

int

editors/panning/2d_editor_pan_speed

The panning speed when using the mouse wheel or touchscreen events in the 2D editor. This setting does not apply to panning by holding down the middle or right mouse buttons.

var editors/panning/2d_editor_pan_speed : int

Property Value

int

editors/panning/2d_editor_panning_scheme

Controls whether the mouse wheel scroll zooms or pans in the 2D editor. See also editors/panning/sub_editors_panning_scheme and editors/panning/animation_editors_panning_scheme.

var editors/panning/2d_editor_panning_scheme : int

Property Value

int

editors/panning/animation_editors_panning_scheme

Controls whether the mouse wheel scroll zooms or pans in the animation track and Bezier editors. See also editors/panning/2d_editor_panning_scheme and editors/panning/sub_editors_panning_scheme (which controls the animation blend tree editor's pan behavior).

var editors/panning/animation_editors_panning_scheme : int

Property Value

int

editors/panning/simple_panning

If true, allows panning by holding down Space in the 2D editor viewport (in addition to panning with the middle or right mouse buttons). If false, the left mouse button must be held down while holding down Space to pan in the 2D editor viewport.

var editors/panning/simple_panning : bool

Property Value

bool

editors/panning/sub_editors_panning_scheme

Controls whether the mouse wheel scroll zooms or pans in subeditors. The list of affected subeditors is: animation blend tree editor, Polygon2D editor, tileset editor, texture region editor and visual shader editor. See also editors/panning/2d_editor_panning_scheme and editors/panning/animation_editors_panning_scheme.

var editors/panning/sub_editors_panning_scheme : int

Property Value

int

editors/panning/warped_mouse_panning

If true, warps the mouse around the 2D viewport while panning in the 2D editor. This makes it possible to pan over a large area without having to exit panning and adjust the mouse cursor.

var editors/panning/warped_mouse_panning : bool

Property Value

bool

editors/polygon_editor/auto_bake_delay

The delay in seconds until more complex and performance costly polygon editors commit their outlines, e.g. the 2D navigation polygon editor rebakes the navigation mesh polygons. A negative value stops the auto bake.

var editors/polygon_editor/auto_bake_delay : float

Property Value

float

editors/polygon_editor/point_grab_radius

The radius in which points can be selected in the Polygon2D and CollisionPolygon2D editors (in pixels). Higher values make it easier to select points quickly, but can make it more difficult to select the expected point when several points are located close to each other.

var editors/polygon_editor/point_grab_radius : int

Property Value

int

editors/polygon_editor/show_previous_outline

If true, displays the polygon's previous shape in the 2D polygon editors with an opaque gray outline. This outline is displayed while dragging a point until the left mouse button is released.

var editors/polygon_editor/show_previous_outline : bool

Property Value

bool

editors/shader_editor/behavior/files/restore_shaders_on_load

If true, reopens shader files that were open in the shader editor when the project was last closed.

var editors/shader_editor/behavior/files/restore_shaders_on_load : bool

Property Value

bool

editors/tiles_editor/display_grid

If true, displays a grid while the TileMap editor is active. See also editors/tiles_editor/grid_color.

var editors/tiles_editor/display_grid : bool

Property Value

bool

editors/tiles_editor/grid_color

The color to use for the TileMap editor's grid.

Note: Only effective if editors/tiles_editor/display_grid is true.

var editors/tiles_editor/grid_color : Color

Property Value

Color

editors/tiles_editor/highlight_selected_layer

Highlight the currently selected TileMapLayer by dimming the other ones in the scene.

var editors/tiles_editor/highlight_selected_layer : bool

Property Value

bool

editors/visual_editors/category_colors/color_color

The color of a graph node's header when it belongs to the "Color" category.

var editors/visual_editors/category_colors/color_color : Color

Property Value

Color

editors/visual_editors/category_colors/conditional_color

The color of a graph node's header when it belongs to the "Conditional" category.

var editors/visual_editors/category_colors/conditional_color : Color

Property Value

Color

editors/visual_editors/category_colors/input_color

The color of a graph node's header when it belongs to the "Input" category.

var editors/visual_editors/category_colors/input_color : Color

Property Value

Color

editors/visual_editors/category_colors/output_color

The color of a graph node's header when it belongs to the "Output" category.

var editors/visual_editors/category_colors/output_color : Color

Property Value

Color

editors/visual_editors/category_colors/particle_color

The color of a graph node's header when it belongs to the "Particle" category.

var editors/visual_editors/category_colors/particle_color : Color

Property Value

Color

editors/visual_editors/category_colors/scalar_color

The color of a graph node's header when it belongs to the "Scalar" category.

var editors/visual_editors/category_colors/scalar_color : Color

Property Value

Color

editors/visual_editors/category_colors/special_color

The color of a graph node's header when it belongs to the "Special" category.

var editors/visual_editors/category_colors/special_color : Color

Property Value

Color

editors/visual_editors/category_colors/textures_color

The color of a graph node's header when it belongs to the "Textures" category.

var editors/visual_editors/category_colors/textures_color : Color

Property Value

Color

editors/visual_editors/category_colors/transform_color

The color of a graph node's header when it belongs to the "Transform" category.

var editors/visual_editors/category_colors/transform_color : Color

Property Value

Color

editors/visual_editors/category_colors/utility_color

The color of a graph node's header when it belongs to the "Utility" category.

var editors/visual_editors/category_colors/utility_color : Color

Property Value

Color

editors/visual_editors/category_colors/vector_color

The color of a graph node's header when it belongs to the "Vector" category.

var editors/visual_editors/category_colors/vector_color : Color

Property Value

Color

editors/visual_editors/color_theme

The color theme to use in the visual shader editor.

var editors/visual_editors/color_theme : String

Property Value

String

editors/visual_editors/connection_colors/boolean_color

The color of a port/connection of boolean type.

var editors/visual_editors/connection_colors/boolean_color : Color

Property Value

Color

editors/visual_editors/connection_colors/sampler_color

The color of a port/connection of sampler type.

var editors/visual_editors/connection_colors/sampler_color : Color

Property Value

Color

editors/visual_editors/connection_colors/scalar_color

The color of a port/connection of scalar type (float, int, unsigned int).

var editors/visual_editors/connection_colors/scalar_color : Color

Property Value

Color

editors/visual_editors/connection_colors/transform_color

The color of a port/connection of transform type.

var editors/visual_editors/connection_colors/transform_color : Color

Property Value

Color

editors/visual_editors/connection_colors/vector2_color

The color of a port/connection of Vector2 type.

var editors/visual_editors/connection_colors/vector2_color : Color

Property Value

Color

editors/visual_editors/connection_colors/vector3_color

The color of a port/connection of Vector3 type.

var editors/visual_editors/connection_colors/vector3_color : Color

Property Value

Color

editors/visual_editors/connection_colors/vector4_color

The color of a port/connection of Vector4 type.

var editors/visual_editors/connection_colors/vector4_color : Color

Property Value

Color

editors/visual_editors/grid_pattern

The pattern used for the background grid.

var editors/visual_editors/grid_pattern : int

Property Value

int

editors/visual_editors/lines_curvature

The curvature to use for connection lines in the visual shader editor. Higher values will make connection lines appear more curved, with values above 0.5 resulting in more "angular" turns in the middle of connection lines.

var editors/visual_editors/lines_curvature : float

Property Value

float

editors/visual_editors/minimap_opacity

The opacity of the minimap displayed in the bottom-right corner of the visual shader editor.

var editors/visual_editors/minimap_opacity : float

Property Value

float

editors/visual_editors/visual_shader/port_preview_size

The size to use for port previews in the visual shader uniforms (toggled by clicking the "eye" icon next to an output). The value is defined in pixels at 100% zoom, and will scale with zoom automatically.

var editors/visual_editors/visual_shader/port_preview_size : int

Property Value

int

export/ssh/scp

Path to the SCP (secure copy) executable (used for remote deploy to desktop platforms). If left empty, the editor will attempt to run scp from PATH.

Note: SCP is not the same as SFTP. Specifying the SFTP executable here will not work.

var export/ssh/scp : String

Property Value

String

export/ssh/ssh

Path to the SSH executable (used for remote deploy to desktop platforms). If left empty, the editor will attempt to run ssh from PATH.

var export/ssh/ssh : String

Property Value

String

filesystem/directories/autoscan_project_path

The folder where projects should be scanned for (recursively), in a way similar to the project manager's Scan button. This can be set to the same value as filesystem/directories/default_project_path for convenience.

Note: Setting this path to a folder with very large amounts of files/folders can slow down the project manager startup significantly. To keep the project manager quick to start up, it is recommended to set this value to a folder as "specific" as possible.

var filesystem/directories/autoscan_project_path : String

Property Value

String

filesystem/directories/default_project_path

The folder where new projects should be created by default when clicking the project manager's New Project button. This can be set to the same value as filesystem/directories/autoscan_project_path for convenience.

var filesystem/directories/default_project_path : String

Property Value

String

filesystem/external_programs/3d_model_editor

The program that opens 3D model scene files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.

var filesystem/external_programs/3d_model_editor : String

Property Value

String

filesystem/external_programs/audio_editor

The program that opens audio files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.

var filesystem/external_programs/audio_editor : String

Property Value

String

filesystem/external_programs/raster_image_editor

The program that opens raster image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.

var filesystem/external_programs/raster_image_editor : String

Property Value

String

filesystem/external_programs/terminal_emulator

The terminal emulator program to use when using Open in Terminal context menu action in the FileSystem dock. You can enter an absolute path to a program binary, or a path to a program that is present in the PATH environment variable.

If left empty, Godot will use the default terminal emulator for the system:

  • Windows: PowerShell

  • macOS: Terminal.app

  • Linux: The first terminal found on the system in this order: gnome-terminal, konsole, xfce4-terminal, lxterminal, kitty, alacritty, urxvt, xterm.

To use Command Prompt (cmd) instead of PowerShell on Windows, enter cmd in this field and the correct flags will automatically be used.

On macOS, make sure to point to the actual program binary located within the Programs/MacOS folder of the .app bundle, rather than the .app bundle directory.

If specifying a custom terminal emulator, you may need to override filesystem/external_programs/terminal_emulator_flags so it opens in the correct folder.

var filesystem/external_programs/terminal_emulator : String

Property Value

String

filesystem/external_programs/terminal_emulator_flags

The command-line arguments to pass to the terminal emulator that is run when using Open in Terminal context menu action in the FileSystem dock. See also filesystem/external_programs/terminal_emulator.

If left empty, the default flags are {directory}, which is replaced by the absolute path to the directory that is being opened in the terminal.

Note: If the terminal emulator is set to PowerShell, cmd, or Konsole, Godot will automatically prepend arguments to this list, as these terminals require nonstandard arguments to open in the correct folder.

var filesystem/external_programs/terminal_emulator_flags : String

Property Value

String

filesystem/external_programs/vector_image_editor

The program that opens vector image files when clicking "Open in External Program" option in Filesystem Dock. If not specified, the file will be opened in the system's default program.

var filesystem/external_programs/vector_image_editor : String

Property Value

String

filesystem/file_dialog/display_mode

The display mode to use in the editor's file dialogs.

  • Thumbnails takes more space, but displays dynamic resource thumbnails, making resources easier to preview without having to open them.

  • List is more compact but doesn't display dynamic resource thumbnails. Instead, it displays static icons based on the file extension.

var filesystem/file_dialog/display_mode : int

Property Value

int

filesystem/file_dialog/show_hidden_files

If true, display hidden files in the editor's file dialogs. Files that have names starting with . are considered hidden (e.g. .hidden_file).

var filesystem/file_dialog/show_hidden_files : bool

Property Value

bool

filesystem/file_dialog/thumbnail_size

The thumbnail size to use in the editor's file dialogs (in pixels). See also docks/filesystem/thumbnail_size.

var filesystem/file_dialog/thumbnail_size : int

Property Value

int

filesystem/file_server/password

Password used for file server when exporting project with remote file system.

var filesystem/file_server/password : String

Property Value

String

filesystem/file_server/port

Port used for file server when exporting project with remote file system.

var filesystem/file_server/port : int

Property Value

int

filesystem/import/blender/blender_path

The path to the Blender executable used for converting the Blender 3D scene files .blend to glTF 2.0 format during import. Blender 3.0 or later is required.

To enable this feature for your specific project, use filesystem/import/blender/enabled.

If this setting is empty, Blender's default paths will be detected and used automatically if present in this order:

Windows:

- C:\Program Files\Blender Foundation\blender.exe
- C:\Program Files (x86)\Blender Foundation\blender.exe

macOS:

- /opt/homebrew/bin/blender
- /opt/local/bin/blender
- /usr/local/bin/blender
- /usr/local/opt/blender
- /Applications/Blender.app/Contents/MacOS/Blender

Linux/*BSD:

- /usr/bin/blender
- /usr/local/bin/blender
- /opt/blender/bin/blender

var filesystem/import/blender/blender_path : String

Property Value

String

filesystem/import/blender/rpc_port

The port number used for Remote Procedure Call (RPC) communication with Godot's created process of the blender executable.

Setting this to 0 effectively disables communication with Godot and the blender process, making performance slower.

var filesystem/import/blender/rpc_port : int

Property Value

int

filesystem/import/blender/rpc_server_uptime

The maximum idle uptime (in seconds) of the Blender process.

This prevents Godot from having to create a new process for each import within the given seconds.

var filesystem/import/blender/rpc_server_uptime : float

Property Value

float

filesystem/import/fbx/fbx2gltf_path

The path to the FBX2glTF executable used for converting Autodesk FBX 3D scene files .fbx to glTF 2.0 format during import.

To enable this feature for your specific project, use filesystem/import/fbx2gltf/enabled.

var filesystem/import/fbx/fbx2gltf_path : String

Property Value

String

filesystem/on_save/compress_binary_resources

If true, uses lossless compression for binary resources.

var filesystem/on_save/compress_binary_resources : bool

Property Value

bool

filesystem/on_save/safe_save_on_backup_then_rename

If true, when saving a file, the editor will rename the old file to a different name, save a new file, then only remove the old file once the new file has been saved. This makes loss of data less likely to happen if the editor or operating system exits unexpectedly while saving (e.g. due to a crash or power outage).

Note: On Windows, this feature can interact negatively with certain antivirus programs. In this case, you may have to set this to false to prevent file locking issues.

var filesystem/on_save/safe_save_on_backup_then_rename : bool

Property Value

bool

filesystem/quick_open_dialog/default_display_mode

If set to Adaptive, the dialog opens in list view or grid view depending on the requested type. If set to Last Used, the display mode will always open the way you last used it.

var filesystem/quick_open_dialog/default_display_mode : int

Property Value

int

filesystem/quick_open_dialog/enable_fuzzy_matching

If true, fuzzy matching of search tokens is allowed.

var filesystem/quick_open_dialog/enable_fuzzy_matching : bool

Property Value

bool

filesystem/quick_open_dialog/include_addons

If true, results will include files located in the addons folder.

var filesystem/quick_open_dialog/include_addons : bool

Property Value

bool

filesystem/quick_open_dialog/max_fuzzy_misses

The number of allowed missed query characters in a match, if fuzzy matching is enabled. For example, with the default value of 2, foobar would match foobur and foob but not foo.

var filesystem/quick_open_dialog/max_fuzzy_misses : int

Property Value

int

filesystem/quick_open_dialog/max_results

Maximum number of matches to show in dialog.

var filesystem/quick_open_dialog/max_results : int

Property Value

int

filesystem/quick_open_dialog/show_search_highlight

If true, results will be highlighted with their search matches.

var filesystem/quick_open_dialog/show_search_highlight : bool

Property Value

bool

filesystem/tools/oidn/oidn_denoise_path

The path to the directory containing the Open Image Denoise (OIDN) executable, used optionally for denoising lightmaps. It can be downloaded from openimagedenoise.org.

To enable this feature for your specific project, use rendering/lightmapping/denoising/denoiser.

var filesystem/tools/oidn/oidn_denoise_path : String

Property Value

String

input/buffering/agile_event_flushing

If true, input events will be flushed just before every idle and physics frame.

If false, these events will be flushed only once per process frame, between iterations of the engine.

Enabling this setting can greatly improve input responsiveness, especially in devices that struggle to run at the project's intended frame rate.

var input/buffering/agile_event_flushing : bool

Property Value

bool

input/buffering/use_accumulated_input

If true, similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS.

Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage.

Note: Input accumulation is enabled by default.

var input/buffering/use_accumulated_input : bool

Property Value

bool

interface/editor/accept_dialog_cancel_ok_buttons

How to position the Cancel and OK buttons in the editor's AcceptDialogs. Different platforms have different standard behaviors for this, which can be overridden using this setting. This is useful if you use Godot both on Windows and macOS/Linux and your Godot muscle memory is stronger than your OS specific one.

  • Auto follows the platform convention: Cancel first on macOS and Linux, OK first on Windows.

  • Cancel First forces the ordering Cancel/OK.

  • OK First forces the ordering OK/Cancel.

var interface/editor/accept_dialog_cancel_ok_buttons : int

Property Value

int

interface/editor/automatically_open_screenshots

If true, automatically opens screenshots with the default program associated to .png files after a screenshot is taken using the Editor > Take Screenshot action.

var interface/editor/automatically_open_screenshots : bool

Property Value

bool

interface/editor/code_font

The font to use for the script editor. Must be a resource of a Font type such as a .ttf or .otf font file.

var interface/editor/code_font : String

Property Value

String

interface/editor/code_font_contextual_ligatures

The font ligatures to enable for the currently configured code font. Not all fonts include support for ligatures.

Note: The default editor code font (JetBrains Mono) has contextual ligatures in its font file.

var interface/editor/code_font_contextual_ligatures : int

Property Value

int

interface/editor/code_font_custom_opentype_features

List of custom OpenType features to use, if supported by the currently configured code font. Not all fonts include support for custom OpenType features. The string should follow the OpenType specification.

Note: The default editor code font (JetBrains Mono) has custom OpenType features in its font file, but there is no documented list yet.

var interface/editor/code_font_custom_opentype_features : String

Property Value

String

interface/editor/code_font_custom_variations

List of alternative characters to use, if supported by the currently configured code font. Not all fonts include support for custom variations. The string should follow the OpenType specification.

Note: The default editor code font (JetBrains Mono) has alternate characters in its font file, but there is no documented list yet.

var interface/editor/code_font_custom_variations : String

Property Value

String

interface/editor/code_font_size

The size of the font in the script editor. This setting does not impact the font size of the Output panel (see run/output/font_size).

var interface/editor/code_font_size : int

Property Value

int

interface/editor/custom_display_scale

The custom editor scale factor to use. This can be used for displays with very high DPI where a scale factor of 200% is not sufficient.

Note: Only effective if interface/editor/display_scale is set to Custom.

var interface/editor/custom_display_scale : float

Property Value

float

interface/editor/display_scale

The display scale factor to use for the editor interface. Higher values are more suited to hiDPI/Retina displays.

If set to Auto, the editor scale is automatically determined based on the screen resolution and reported display DPI. This heuristic is not always ideal, which means you can get better results by setting the editor scale manually.

If set to Custom, the scaling value in interface/editor/custom_display_scale will be used.

var interface/editor/display_scale : int

Property Value

int

interface/editor/dock_tab_style

Tab style of editor docks.

var interface/editor/dock_tab_style : int

Property Value

int

interface/editor/editor_language

The language to use for the editor interface.

Translations are provided by the community. If you spot a mistake, contribute to editor translations on Weblate!

var interface/editor/editor_language : String

Property Value

String

interface/editor/editor_screen

The preferred monitor to display the editor. If Auto, the editor will remember the last screen it was displayed on across restarts.

var interface/editor/editor_screen : int

Property Value

int

interface/editor/expand_to_title

Expanding main editor window content to the title, if supported by DisplayServer. See DisplayServer.WINDOW_FLAG_EXTEND_TO_TITLE.

Specific to the macOS platform.

var interface/editor/expand_to_title : bool

Property Value

bool

interface/editor/font_allow_msdf

If set to true, MSDF font rendering will be used for the visual shader graph editor. You may need to set this to false when using a custom main font, as some fonts will look broken due to the use of self-intersecting outlines in their font data. Downloading the font from the font maker's official website as opposed to a service like Google Fonts can help resolve this issue.

var interface/editor/font_allow_msdf : bool

Property Value

bool

interface/editor/font_antialiasing

FreeType's font anti-aliasing mode used to render the editor fonts. Most fonts are not designed to look good with anti-aliasing disabled, so it's recommended to leave this enabled unless you're using a pixel art font.

var interface/editor/font_antialiasing : int

Property Value

int

interface/editor/font_disable_embedded_bitmaps

If set to true, embedded font bitmap loading is disabled (bitmap-only and color fonts ignore this property).

var interface/editor/font_disable_embedded_bitmaps : bool

Property Value

bool

interface/editor/font_hinting

The font hinting mode to use for the editor fonts. FreeType supports the following font hinting modes:

  • None: Don't use font hinting when rasterizing the font. This results in a smooth font, but it can look blurry.

  • Light: Use hinting on the X axis only. This is a compromise between font sharpness and smoothness.

  • Normal: Use hinting on both X and Y axes. This results in a sharp font, but it doesn't look very smooth.

If set to Auto, the font hinting mode will be set to match the current operating system in use. This means the Light hinting mode will be used on Windows and Linux, and the None hinting mode will be used on macOS.

var interface/editor/font_hinting : int

Property Value

int

interface/editor/font_subpixel_positioning

The subpixel positioning mode to use when rendering editor font glyphs. This affects both the main and code fonts. Disabled is the fastest to render and uses the least memory. Auto only uses subpixel positioning for small font sizes (where the benefit is the most noticeable). One Half of a Pixel and One Quarter of a Pixel force the same subpixel positioning mode for all editor fonts, regardless of their size (with One Quarter of a Pixel being the highest-quality option).

var interface/editor/font_subpixel_positioning : int

Property Value

int

interface/editor/import_resources_when_unfocused

If true, (re)imports resources even if the editor window is unfocused or minimized. If false, resources are only (re)imported when the editor window is focused. This can be set to true to speed up iteration by starting the import process earlier when saving files in the project folder. This also allows getting visual feedback on changes without having to click the editor window, which is useful with multi-monitor setups. The downside of setting this to true is that it increases idle CPU usage and may steal CPU time from other applications when importing resources.

var interface/editor/import_resources_when_unfocused : bool

Property Value

bool

interface/editor/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.

var interface/editor/keep_screen_on : bool

Property Value

bool

interface/editor/localize_settings

If true, setting names in the editor are localized when possible.

Note: This setting affects most EditorInspectors in the editor UI, primarily Project Settings and Editor Settings. To control names displayed in the Inspector dock, use interface/inspector/default_property_name_style instead.

var interface/editor/localize_settings : bool

Property Value

bool

interface/editor/low_processor_mode_sleep_usec

The amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops. However, higher values will result in a less responsive editor. The default value is set to allow for maximum smoothness on monitors up to 144 Hz. See also interface/editor/unfocused_low_processor_mode_sleep_usec.

Note: This setting is ignored if interface/editor/update_continuously is true, as enabling that setting disables low-processor mode.

var interface/editor/low_processor_mode_sleep_usec : int

Property Value

int

interface/editor/main_font

The font to use for the editor interface. Must be a resource of a Font type such as a .ttf or .otf font file.

var interface/editor/main_font : String

Property Value

String

interface/editor/main_font_bold

The font to use for bold text in the editor interface. Must be a resource of a Font type such as a .ttf or .otf font file.

var interface/editor/main_font_bold : String

Property Value

String

interface/editor/main_font_size

The size of the font in the editor interface.

var interface/editor/main_font_size : int

Property Value

int

interface/editor/mouse_extra_buttons_navigate_history

If true, the mouse's additional side buttons will be usable to navigate in the script editor's file history. Set this to false if you're using the side buttons for other purposes (such as a push-to-talk button in a VoIP program).

var interface/editor/mouse_extra_buttons_navigate_history : bool

Property Value

bool

interface/editor/project_manager_screen

The preferred monitor to display the project manager.

var interface/editor/project_manager_screen : int

Property Value

int

interface/editor/save_each_scene_on_quit

If false, the editor will save all scenes when confirming the Save action when quitting the editor or quitting to the project list. If true, the editor will ask to save each scene individually.

var interface/editor/save_each_scene_on_quit : bool

Property Value

bool

interface/editor/save_on_focus_loss

If true, scenes and scripts are saved when the editor loses focus. Depending on the work flow, this behavior can be less intrusive than text_editor/behavior/files/autosave_interval_secs or remembering to save manually.

var interface/editor/save_on_focus_loss : bool

Property Value

bool

interface/editor/separate_distraction_mode

If true, the editor's Script tab will have a separate distraction mode setting from the 2D/3D/AssetLib tabs. If false, the distraction-free mode toggle is shared between all tabs.

var interface/editor/separate_distraction_mode : bool

Property Value

bool

interface/editor/show_internal_errors_in_toast_notifications

If enabled, displays internal engine errors in toast notifications (toggleable by clicking the "bell" icon at the bottom of the editor). No matter the value of this setting, non-internal engine errors will always be visible in toast notifications.

The default Auto value will only enable this if the editor was compiled with the dev_build=yes SCons option (the default is dev_build=no).

var interface/editor/show_internal_errors_in_toast_notifications : int

Property Value

int

interface/editor/show_update_spinner

If enabled, displays an icon in the top-right corner of the editor that spins when the editor redraws a frame. This can be used to diagnose situations where the engine is constantly redrawing, which should be avoided as this increases CPU and GPU utilization for no good reason. To further troubleshoot these situations, start the editor with the --debug-canvas-item-redraw command line argument.

Consider enabling this if you are developing editor plugins to ensure they only make the editor redraw when required.

The default Auto value will only enable this if the editor was compiled with the dev_build=yes SCons option (the default is dev_build=no).

Note: If interface/editor/update_continuously is true, the spinner icon displays in red.

Note: If the editor was started with the --debug-canvas-item-redraw command line argument, the update spinner will never display regardless of this setting's value. This is to avoid confusion with what would cause redrawing in real world scenarios.

var interface/editor/show_update_spinner : int

Property Value

int

interface/editor/single_window_mode

If true, embed modal windows such as docks inside the main editor window. When single-window mode is enabled, tooltips will also be embedded inside the main editor window, which means they can't be displayed outside of the editor window. Single-window mode can be faster as it does not need to create a separate window for every popup and tooltip, which can be a slow operation depending on the operating system and rendering method in use.

This is equivalent to display/window/subwindows/embed_subwindows in the running project, except the setting's value is inverted.

Note: To query whether the editor can use multiple windows in an editor plugin, use is_multi_window_enabled instead of querying the value of this editor setting.

Note: If true, game embedding is disabled.

var interface/editor/single_window_mode : bool

Property Value

bool

interface/editor/ui_layout_direction

Editor UI default layout direction.

var interface/editor/ui_layout_direction : int

Property Value

int

interface/editor/unfocused_low_processor_mode_sleep_usec

When the editor window is unfocused, the amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU/GPU usage, which can improve battery life on laptops (in addition to improving the running project's performance if the editor has to redraw continuously). However, higher values will result in a less responsive editor. The default value is set to limit the editor to 20 FPS when the editor window is unfocused. See also interface/editor/low_processor_mode_sleep_usec.

Note: This setting is ignored if interface/editor/update_continuously is true, as enabling that setting disables low-processor mode.

var interface/editor/unfocused_low_processor_mode_sleep_usec : int

Property Value

int

interface/editor/update_continuously

If true, redraws the editor every frame even if nothing has changed on screen. When this setting is enabled, the update spinner displays in red (see interface/editor/show_update_spinner).

Warning: This greatly increases CPU and GPU utilization, leading to increased power usage. This should only be enabled for troubleshooting purposes.

var interface/editor/update_continuously : bool

Property Value

bool

interface/editor/use_embedded_menu

If true, editor main menu is using embedded MenuBar instead of system global menu.

Specific to the macOS platform.

var interface/editor/use_embedded_menu : bool

Property Value

bool

interface/editor/use_native_file_dialogs

If true, editor UI uses OS native file/directory selection dialogs.

var interface/editor/use_native_file_dialogs : bool

Property Value

bool

interface/editor/vsync_mode

Sets the V-Sync mode for the editor. Does not affect the project when run from the editor (this is controlled by display/window/vsync/vsync_mode).

Depending on the platform and used renderer, the engine will fall back to Enabled if the desired mode is not supported.

Note: V-Sync modes other than Enabled are only supported in the Forward+ and Mobile rendering methods, not Compatibility.

var interface/editor/vsync_mode : int

Property Value

int

interface/editors/derive_script_globals_by_name

If true, when extending a script, the global class name of the script is inserted in the script creation dialog, if it exists. If false, the script's file path is always inserted.

var interface/editors/derive_script_globals_by_name : bool

Property Value

bool

interface/editors/show_scene_tree_root_selection

If true, the Scene dock will display buttons to quickly add a root node to a newly created scene.

var interface/editors/show_scene_tree_root_selection : bool

Property Value

bool

interface/inspector/auto_unfold_foreign_scenes

If true, automatically expands property groups in the Inspector dock when opening a scene that hasn't been opened previously. If false, all groups remain collapsed by default.

var interface/inspector/auto_unfold_foreign_scenes : bool

Property Value

bool

interface/inspector/default_color_picker_mode

The default color picker mode to use when opening ColorPickers in the editor. This mode can be temporarily adjusted on the color picker itself.

var interface/inspector/default_color_picker_mode : int

Property Value

int

interface/inspector/default_color_picker_shape

The default color picker shape to use when opening ColorPickers in the editor. This shape can be temporarily adjusted on the color picker itself.

var interface/inspector/default_color_picker_shape : int

Property Value

int

interface/inspector/default_float_step

The floating-point precision to use for properties that don't define an explicit precision step. Lower values allow entering more precise values.

var interface/inspector/default_float_step : float

Property Value

float

interface/inspector/default_property_name_style

The default property name style to display in the Inspector dock. This style can be temporarily adjusted in the Inspector dock's menu.

  • Raw: Displays properties in snake_case.

  • Capitalized: Displays properties capitalized.

  • Localized: Displays the localized string for the current editor language if a translation is available for the given property. If no translation is available, falls back to Capitalized.

Note: To display translated setting names in Project Settings and Editor Settings, use interface/editor/localize_settings instead.

var interface/inspector/default_property_name_style : int

Property Value

int

interface/inspector/delimitate_all_container_and_resources

If true, add a margin around Array, Dictionary, and Resource Editors that are not already colored.

Note: If interface/inspector/nested_color_mode is set to Containers & Resources this parameter will have no effect since those editors will already be colored.

var interface/inspector/delimitate_all_container_and_resources : bool

Property Value

bool

interface/inspector/disable_folding

If true, forces all property groups to be expanded in the Inspector dock and prevents collapsing them.

var interface/inspector/disable_folding : bool

Property Value

bool

interface/inspector/float_drag_speed

Base speed for increasing/decreasing float values by dragging them in the inspector.

var interface/inspector/float_drag_speed : float

Property Value

float

interface/inspector/horizontal_vector2_editing

If true, Vector2 and Vector2i properties are shown on a single line in the inspector instead of two lines. This is overall more compact, but it can be harder to view and edit large values without expanding the inspector horizontally.

var interface/inspector/horizontal_vector2_editing : bool

Property Value

bool

interface/inspector/horizontal_vector_types_editing

If true, Vector3, Vector3i, Vector4, Vector4i, Rect2, Rect2i, Plane, and Quaternion properties are shown on a single line in the inspector instead of multiple lines. This is overall more compact, but it can be harder to view and edit large values without expanding the inspector horizontally.

var interface/inspector/horizontal_vector_types_editing : bool

Property Value

bool

interface/inspector/max_array_dictionary_items_per_page

The number of Array or Dictionary items to display on each "page" in the inspector. Higher values allow viewing more values per page, but take more time to load. This increased load time is noticeable when selecting nodes that have array or dictionary properties in the editor.

var interface/inspector/max_array_dictionary_items_per_page : int

Property Value

int

interface/inspector/nested_color_mode

Control which property editors are colored when they are opened.

  • Containers & Resources: Color all Array, Dictionary, and Resource Editors.

  • Resources: Color all Resource Editors.

  • External Resources: Color Resource Editors that edits an external resource.

var interface/inspector/nested_color_mode : int

Property Value

int

interface/inspector/open_resources_in_current_inspector

If true, subresources can be edited in the current inspector view. If the resource type is defined in interface/inspector/resources_to_open_in_new_inspector or if this setting is false, attempting to edit a subresource always opens a new inspector view.

var interface/inspector/open_resources_in_current_inspector : bool

Property Value

bool

interface/inspector/resources_to_open_in_new_inspector

List of resources that should always be opened in a new inspector view, even if interface/inspector/open_resources_in_current_inspector is true.

var interface/inspector/resources_to_open_in_new_inspector : PackedStringArray

Property Value

PackedStringArray

interface/inspector/show_low_level_opentype_features

If true, display OpenType features marked as hidden by the font file in the Font editor.

var interface/inspector/show_low_level_opentype_features : bool

Property Value

bool

interface/multi_window/enable

If true, multiple window support in editor is enabled. The following panels can become dedicated windows (i.e. made floating): Docks, Script editor, Shader editor, and Game Workspace.

Note: When interface/editor/single_window_mode is true, the multi window support is always disabled.

Note: To query whether the editor can use multiple windows in an editor plugin, use is_multi_window_enabled instead of querying the value of this editor setting.

var interface/multi_window/enable : bool

Property Value

bool

interface/multi_window/maximize_window

If true, when panels are made floating they will be maximized.

If false, when panels are made floating their position and size will match the ones when they are attached (excluding window border) to the editor window.

var interface/multi_window/maximize_window : bool

Property Value

bool

interface/multi_window/restore_windows_on_load

If true, the floating panel position, size, and screen will be saved on editor exit. On next launch the panels that were floating will be made floating in the saved positions, sizes and screens, if possible.

var interface/multi_window/restore_windows_on_load : bool

Property Value

bool

interface/scene_tabs/display_close_button

Controls when the Close (X) button is displayed on scene tabs at the top of the editor.

var interface/scene_tabs/display_close_button : int

Property Value

int

interface/scene_tabs/maximum_width

The maximum width of each scene tab at the top editor (in pixels).

var interface/scene_tabs/maximum_width : int

Property Value

int

interface/scene_tabs/restore_scenes_on_load

If true, when a project is loaded, restores scenes that were opened on the last editor session.

Note: With many opened scenes, the editor may take longer to become usable. If starting the editor quickly is necessary, consider setting this to false.

var interface/scene_tabs/restore_scenes_on_load : bool

Property Value

bool

interface/scene_tabs/show_script_button

If true, show a button next to each scene tab that opens the scene's "dominant" script when clicked. The "dominant" script is the one that is at the highest level in the scene's hierarchy.

var interface/scene_tabs/show_script_button : bool

Property Value

bool

interface/scene_tabs/show_thumbnail_on_hover

If true, display an automatically-generated thumbnail when hovering scene tabs with the mouse. Scene thumbnails are generated when saving the scene.

var interface/scene_tabs/show_thumbnail_on_hover : bool

Property Value

bool

interface/theme/accent_color

The color to use for "highlighted" user interface elements in the editor (pressed and hovered items).

var interface/theme/accent_color : Color

Property Value

Color

interface/theme/additional_spacing

The extra spacing to add to various GUI elements in the editor (in pixels). Increasing this value is useful to improve usability on touch screens, at the cost of reducing the amount of usable screen real estate.

See also interface/theme/spacing_preset.

var interface/theme/additional_spacing : int

Property Value

int

interface/theme/base_color

The base color to use for user interface elements in the editor. Secondary colors (such as darker/lighter variants) are derived from this color.

var interface/theme/base_color : Color

Property Value

Color

interface/theme/base_spacing

The base spacing used by various GUI elements in the editor (in pixels). See also interface/theme/spacing_preset.

var interface/theme/base_spacing : int

Property Value

int

interface/theme/border_size

The border size to use for interface elements (in pixels).

var interface/theme/border_size : int

Property Value

int

interface/theme/contrast

The contrast factor to use when deriving the editor theme's base color (see interface/theme/base_color). When using a positive values, the derived colors will be darker than the base color. This contrast factor can be set to a negative value, which will make the derived colors brighter than the base color. Negative contrast rates often look better for light themes.

var interface/theme/contrast : float

Property Value

float

interface/theme/corner_radius

The corner radius to use for interface elements (in pixels). 0 is square.

var interface/theme/corner_radius : int

Property Value

int

interface/theme/custom_theme

The custom theme resource to use for the editor. Must be a Godot theme resource in .tres or .res format.

var interface/theme/custom_theme : String

Property Value

String

interface/theme/draw_extra_borders

If true, draws additional borders around interactive UI elements in the editor. This is automatically enabled when using the Black (OLED) theme preset, as this theme preset uses a fully black background.

var interface/theme/draw_extra_borders : bool

Property Value

bool

interface/theme/follow_system_theme

If true, the editor theme preset will attempt to automatically match the system theme.

var interface/theme/follow_system_theme : bool

Property Value

bool

interface/theme/icon_and_font_color

The icon and font color scheme to use in the editor.

  • Auto determines the color scheme to use automatically based on interface/theme/base_color.

  • Dark makes fonts and icons dark (suitable for light themes). Icon colors are automatically converted by the editor following the set of rules defined in this file.

  • Light makes fonts and icons light (suitable for dark themes).

var interface/theme/icon_and_font_color : int

Property Value

int

interface/theme/icon_saturation

The saturation to use for editor icons. Higher values result in more vibrant colors.

Note: The default editor icon saturation was increased by 30% in Godot 4.0 and later. To get Godot 3.x's icon saturation back, set interface/theme/icon_saturation to 0.77.

var interface/theme/icon_saturation : float

Property Value

float

interface/theme/preset

The editor theme preset to use.

var interface/theme/preset : String

Property Value

String

interface/theme/relationship_line_opacity

The opacity to use when drawing relationship lines in the editor's Tree-based GUIs (such as the Scene tree dock).

var interface/theme/relationship_line_opacity : float

Property Value

float

interface/theme/spacing_preset

The editor theme spacing preset to use. See also interface/theme/base_spacing and interface/theme/additional_spacing.

var interface/theme/spacing_preset : String

Property Value

String

interface/theme/use_system_accent_color

If true, set accent color based on system settings.

Note: This setting is only effective on Windows, MacOS, and Android.

var interface/theme/use_system_accent_color : bool

Property Value

bool

interface/touchscreen/enable_long_press_as_right_click

If true, long press on touchscreen is treated as right click.

Note: Defaults to true on touchscreen devices.

var interface/touchscreen/enable_long_press_as_right_click : bool

Property Value

bool

interface/touchscreen/enable_pan_and_scale_gestures

If true, enable two finger pan and scale gestures on touchscreen devices.

Note: Defaults to true on touchscreen devices.

var interface/touchscreen/enable_pan_and_scale_gestures : bool

Property Value

bool

interface/touchscreen/increase_scrollbar_touch_area

If true, increases the scrollbar touch area to improve usability on touchscreen devices.

Note: Defaults to true on touchscreen devices.

var interface/touchscreen/increase_scrollbar_touch_area : bool

Property Value

bool

interface/touchscreen/scale_gizmo_handles

Specify the multiplier to apply to the scale for the editor gizmo handles to improve usability on touchscreen devices.

Note: Defaults to 1 on non-touchscreen devices.

var interface/touchscreen/scale_gizmo_handles : float

Property Value

float

network/connection/engine_version_update_mode

Specifies how the engine should check for updates.

  • Disable Update Checks will block the engine from checking updates (see also network/connection/network_mode).

  • Check Newest Preview (default for preview versions) will check for the newest available development snapshot.

  • Check Newest Stable (default for stable versions) will check for the newest available stable version.

  • Check Newest Patch will check for the latest available stable version, but only within the same minor version. E.g. if your version is 4.3.stable, you will be notified about 4.3.1.stable, but not 4.4.stable.

All update modes will ignore builds with different major versions (e.g. Godot 4 -> Godot 5).

var network/connection/engine_version_update_mode : int

Property Value

int

network/connection/network_mode

Determines whether online features are enabled in the editor, such as the Asset Library or update checks. Disabling these online features helps alleviate privacy concerns by preventing the editor from making HTTP requests to the Godot website or third-party platforms hosting assets from the Asset Library.

var network/connection/network_mode : int

Property Value

int

network/debug/remote_host

The address to listen to when starting the remote debugger. This can be set to this device's local IP address to allow external clients to connect to the remote debugger (instead of restricting the remote debugger to connections from localhost).

var network/debug/remote_host : String

Property Value

String

network/debug/remote_port

The port to listen to when starting the remote debugger. Godot will try to use port numbers above the configured number if the configured number is already taken by another application.

var network/debug/remote_port : int

Property Value

int

network/http_proxy/host

The host to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also network/http_proxy/port.

Note: Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.

var network/http_proxy/host : String

Property Value

String

network/http_proxy/port

The port number to use to contact the HTTP and HTTPS proxy in the editor (for the asset library and export template downloads). See also network/http_proxy/host.

Note: Godot currently doesn't automatically use system proxy settings, so you have to enter them manually here if needed.

var network/http_proxy/port : int

Property Value

int

network/tls/editor_tls_certificates

The TLS certificate bundle to use for HTTP requests made within the editor (e.g. from the AssetLib tab). If left empty, the included Mozilla certificate bundle will be used.

var network/tls/editor_tls_certificates : String

Property Value

String

network/tls/enable_tls_v1.3

If true, enable TLSv1.3 negotiation.

Note: Only supported when using Mbed TLS 3.0 or later (Linux distribution packages may be compiled against older system Mbed TLS packages), otherwise the maximum supported TLS version is always TLSv1.2.

var network/tls/enable_tls_v1.3 : bool

Property Value

bool

project_manager/default_renderer

The renderer type that will be checked off by default when creating a new project. Accepted strings are "forward_plus", "mobile" or "gl_compatibility".

var project_manager/default_renderer : String

Property Value

String

project_manager/directory_naming_convention

Directory naming convention for the project manager. Options are "No convention" (project name is directory name), "kebab-case" (default), "snake_case", "camelCase", "PascalCase", or "Title Case".

var project_manager/directory_naming_convention : int

Property Value

int

project_manager/sorting_order

The sorting order to use in the project manager. When changing the sorting order in the project manager, this setting is set permanently in the editor settings.

var project_manager/sorting_order : int

Property Value

int

run/auto_save/save_before_running

If true, saves all scenes and scripts automatically before running the project. Setting this to false prevents the editor from saving if there are no changes which can speed up the project startup slightly, but it makes it possible to run a project that has unsaved changes. (Unsaved changes will not be visible in the running project.)

var run/auto_save/save_before_running : bool

Property Value

bool

run/bottom_panel/action_on_play

The action to execute on the bottom panel when running the project.

Note: This option won't do anything if the bottom panel switching is locked using the pin button in the corner of the bottom panel.

var run/bottom_panel/action_on_play : int

Property Value

int

run/bottom_panel/action_on_stop

The action to execute on the bottom panel when stopping the project.

Note: This option won't do anything if the bottom panel switching is locked using the pin button in the corner of the bottom panel.

var run/bottom_panel/action_on_stop : int

Property Value

int

run/output/always_clear_output_on_play

If true, the editor will clear the Output panel when running the project.

var run/output/always_clear_output_on_play : bool

Property Value

bool

run/output/font_size

The size of the font in the Output panel at the bottom of the editor. This setting does not impact the font size of the script editor (see interface/editor/code_font_size).

var run/output/font_size : int

Property Value

int

run/output/max_lines

Maximum number of lines to show at any one time in the Output panel.

var run/output/max_lines : int

Property Value

int

run/platforms/linuxbsd/prefer_wayland

If true, on Linux/BSD, the editor will check for Wayland first instead of X11 (if available).

var run/platforms/linuxbsd/prefer_wayland : bool

Property Value

bool

run/window_placement/android_window

Specifies how the Play window is launched relative to the Android editor.

  • Auto (based on screen size) (default) will automatically choose how to launch the Play window based on the device and screen metrics. Defaults to Same as Editor on phones and Side-by-side with Editor on tablets.

  • Same as Editor will launch the Play window in the same window as the Editor.

  • Side-by-side with Editor will launch the Play window side-by-side with the Editor window.

Note: Only available in the Android editor.

var run/window_placement/android_window : int

Property Value

int

run/window_placement/game_embed_mode

Overrides game embedding setting for all newly opened projects. If enabled, game embedding settings are not saved.

var run/window_placement/game_embed_mode : int

Property Value

int

run/window_placement/rect

The window mode to use to display the project when starting the project from the editor.

Note: Game embedding is not available for "Force Maximized" or "Force Fullscreen."

var run/window_placement/rect : int

Property Value

int

run/window_placement/rect_custom_position

The custom position to use when starting the project from the editor (in pixels from the top-left corner). Only effective if run/window_placement/rect is set to Custom Position.

var run/window_placement/rect_custom_position : Vector2

Property Value

Vector2

run/window_placement/screen

The monitor to display the project on when starting the project from the editor.

var run/window_placement/screen : int

Property Value

int

If true, makes the caret blink according to text_editor/appearance/caret/caret_blink_interval. Disabling this setting can improve battery life on laptops if you spend long amounts of time in the script editor, since it will reduce the frequency at which the editor needs to be redrawn.

var text_editor/appearance/caret/caret_blink : bool

Property Value

bool

The interval at which the caret will blink (in seconds). See also text_editor/appearance/caret/caret_blink.

var text_editor/appearance/caret/caret_blink_interval : float

Property Value

float

text_editor/appearance/caret/highlight_all_occurrences

If true, highlights all occurrences of the currently selected text in the script editor. See also text_editor/theme/highlighting/word_highlighted_color.

var text_editor/appearance/caret/highlight_all_occurrences : bool

Property Value

bool

text_editor/appearance/caret/highlight_current_line

If true, colors the background of the line the caret is currently on with text_editor/theme/highlighting/current_line_color.

var text_editor/appearance/caret/highlight_current_line : bool

Property Value

bool

text_editor/appearance/caret/type

The shape of the caret to use in the script editor. Line displays a vertical line to the left of the current character, whereas Block displays an outline over the current character.

var text_editor/appearance/caret/type : int

Property Value

int

text_editor/appearance/guidelines/line_length_guideline_hard_column

The column at which to display a subtle line as a line length guideline for scripts. This should generally be greater than text_editor/appearance/guidelines/line_length_guideline_soft_column.

var text_editor/appearance/guidelines/line_length_guideline_hard_column : int

Property Value

int

text_editor/appearance/guidelines/line_length_guideline_soft_column

The column at which to display a very subtle line as a line length guideline for scripts. This should generally be lower than text_editor/appearance/guidelines/line_length_guideline_hard_column.

var text_editor/appearance/guidelines/line_length_guideline_soft_column : int

Property Value

int

text_editor/appearance/guidelines/show_line_length_guidelines

If true, displays line length guidelines to help you keep line lengths in check. See also text_editor/appearance/guidelines/line_length_guideline_soft_column and text_editor/appearance/guidelines/line_length_guideline_hard_column.

var text_editor/appearance/guidelines/show_line_length_guidelines : bool

Property Value

bool

text_editor/appearance/gutters/highlight_type_safe_lines

If true, highlights type-safe lines by displaying their line number color with text_editor/theme/highlighting/safe_line_number_color instead of text_editor/theme/highlighting/line_number_color. Type-safe lines are lines of code where the type of all variables is known at compile-time. These type-safe lines may run faster thanks to typed instructions.

var text_editor/appearance/gutters/highlight_type_safe_lines : bool

Property Value

bool

text_editor/appearance/gutters/line_numbers_zero_padded

If true, displays line numbers with zero padding (e.g. 007 instead of 7).

var text_editor/appearance/gutters/line_numbers_zero_padded : bool

Property Value

bool

text_editor/appearance/gutters/show_info_gutter

If true, displays a gutter at the left containing icons for methods with signal connections and for overridden methods.

var text_editor/appearance/gutters/show_info_gutter : bool

Property Value

bool

text_editor/appearance/gutters/show_line_numbers

If true, displays line numbers in a gutter at the left.

var text_editor/appearance/gutters/show_line_numbers : bool

Property Value

bool

text_editor/appearance/lines/autowrap_mode

If text_editor/appearance/lines/word_wrap is set to 1, sets text wrapping mode. To see how each mode behaves, see AutowrapMode.

var text_editor/appearance/lines/autowrap_mode : int

Property Value

int

text_editor/appearance/lines/code_folding

If true, displays the folding arrows next to indented code sections and allows code folding. If false, hides the folding arrows next to indented code sections and disallows code folding.

var text_editor/appearance/lines/code_folding : bool

Property Value

bool

text_editor/appearance/lines/word_wrap

If true, wraps long lines over multiple lines to avoid horizontal scrolling. This is a display-only feature; it does not actually insert line breaks in your scripts.

var text_editor/appearance/lines/word_wrap : int

Property Value

int

text_editor/appearance/minimap/minimap_width

The width of the minimap in the script editor (in pixels).

var text_editor/appearance/minimap/minimap_width : int

Property Value

int

text_editor/appearance/minimap/show_minimap

If true, draws an overview of the script near the scroll bar. The minimap can be left-clicked to scroll directly to a location in an "absolute" manner.

var text_editor/appearance/minimap/show_minimap : bool

Property Value

bool

text_editor/appearance/whitespace/draw_spaces

If true, draws space characters as centered points.

var text_editor/appearance/whitespace/draw_spaces : bool

Property Value

bool

text_editor/appearance/whitespace/draw_tabs

If true, draws tab characters as chevrons.

var text_editor/appearance/whitespace/draw_tabs : bool

Property Value

bool

text_editor/appearance/whitespace/line_spacing

The space to add between lines (in pixels). Greater line spacing can help improve readability at the cost of displaying fewer lines on screen.

var text_editor/appearance/whitespace/line_spacing : int

Property Value

int

text_editor/behavior/documentation/enable_tooltips

If true, documentation tooltips will appear when hovering over a symbol.

var text_editor/behavior/documentation/enable_tooltips : bool

Property Value

bool

text_editor/behavior/files/auto_reload_and_parse_scripts_on_save

If true, tool scripts will be automatically soft-reloaded after they are saved.

var text_editor/behavior/files/auto_reload_and_parse_scripts_on_save : bool

Property Value

bool

text_editor/behavior/files/auto_reload_scripts_on_external_change

If true, automatically reloads scripts in the editor when they have been modified and saved by external editors.

var text_editor/behavior/files/auto_reload_scripts_on_external_change : bool

Property Value

bool

text_editor/behavior/files/autosave_interval_secs

If set to a value greater than 0, automatically saves the current script following the specified interval (in seconds). This can be used to prevent data loss if the editor crashes.

var text_editor/behavior/files/autosave_interval_secs : int

Property Value

int

text_editor/behavior/files/convert_indent_on_save

If true, converts indentation to match the script editor's indentation settings when saving a script. See also text_editor/behavior/indent/type.

var text_editor/behavior/files/convert_indent_on_save : bool

Property Value

bool

text_editor/behavior/files/open_dominant_script_on_scene_change

If true, opening a scene automatically opens the script attached to the root node, or the topmost node if the root has no script.

var text_editor/behavior/files/open_dominant_script_on_scene_change : bool

Property Value

bool

text_editor/behavior/files/restore_scripts_on_load

If true, reopens scripts that were opened in the last session when the editor is reopened on a given project.

var text_editor/behavior/files/restore_scripts_on_load : bool

Property Value

bool

text_editor/behavior/files/trim_final_newlines_on_save

If true, trims all empty newlines after the final newline when saving a script. Final newlines refer to the empty newlines found at the end of files. Since these serve no practical purpose, they can and should be removed to make version control diffs less noisy.

var text_editor/behavior/files/trim_final_newlines_on_save : bool

Property Value

bool

text_editor/behavior/files/trim_trailing_whitespace_on_save

If true, trims trailing whitespace when saving a script. Trailing whitespace refers to tab and space characters placed at the end of lines. Since these serve no practical purpose, they can and should be removed to make version control diffs less noisy.

var text_editor/behavior/files/trim_trailing_whitespace_on_save : bool

Property Value

bool

text_editor/behavior/general/empty_selection_clipboard

If true, copying or cutting without a selection is performed on all lines with a caret. Otherwise, copy and cut require a selection.

var text_editor/behavior/general/empty_selection_clipboard : bool

Property Value

bool

text_editor/behavior/indent/auto_indent

If true, automatically indents code when pressing the Enter key based on blocks above the new line.

var text_editor/behavior/indent/auto_indent : bool

Property Value

bool

text_editor/behavior/indent/indent_wrapped_lines

If true, all wrapped lines are indented to the same amount as the unwrapped line.

var text_editor/behavior/indent/indent_wrapped_lines : bool

Property Value

bool

text_editor/behavior/indent/size

When using tab indentation, determines the length of each tab. When using space indentation, determines how many spaces are inserted when pressing Tab and when automatic indentation is performed.

var text_editor/behavior/indent/size : int

Property Value

int

text_editor/behavior/indent/type

The indentation style to use (tabs or spaces).

Note: The GDScript style guide recommends using tabs for indentation. It is advised to change this setting only if you need to work on a project that currently uses spaces for indentation.

var text_editor/behavior/indent/type : int

Property Value

int

text_editor/behavior/navigation/custom_word_separators

The characters to consider as word delimiters if text_editor/behavior/navigation/use_custom_word_separators is true. This is in addition to default characters if text_editor/behavior/navigation/use_default_word_separators is true. The characters should be defined without separation, for example _♥=.

var text_editor/behavior/navigation/custom_word_separators : String

Property Value

String

text_editor/behavior/navigation/drag_and_drop_selection

If true, allows drag-and-dropping text in the script editor to move text. Disable this if you find yourself accidentally drag-and-dropping text in the script editor.

var text_editor/behavior/navigation/drag_and_drop_selection : bool

Property Value

bool

text_editor/behavior/navigation/move_caret_on_right_click

If true, the caret will be moved when right-clicking somewhere in the script editor (like when left-clicking or middle-clicking). If false, the caret will only be moved when left-clicking or middle-clicking somewhere.

var text_editor/behavior/navigation/move_caret_on_right_click : bool

Property Value

bool

text_editor/behavior/navigation/open_script_when_connecting_signal_to_existing_method

If true, opens the script editor when connecting a signal to an existing script method from the Node dock.

var text_editor/behavior/navigation/open_script_when_connecting_signal_to_existing_method : bool

Property Value

bool

text_editor/behavior/navigation/scroll_past_end_of_file

If true, allows scrolling past the end of the file.

var text_editor/behavior/navigation/scroll_past_end_of_file : bool

Property Value

bool

text_editor/behavior/navigation/smooth_scrolling

If true, enables a smooth scrolling animation when using the mouse wheel to scroll. See text_editor/behavior/navigation/v_scroll_speed for the speed of this animation.

Note: text_editor/behavior/navigation/smooth_scrolling currently behaves poorly in projects where physics/common/physics_ticks_per_second has been increased significantly from its default value (60). In this case, it is recommended to disable this setting.

var text_editor/behavior/navigation/smooth_scrolling : bool

Property Value

bool

text_editor/behavior/navigation/stay_in_script_editor_on_node_selected

If true, prevents automatically switching between the Script and 2D/3D screens when selecting a node in the Scene tree dock.

var text_editor/behavior/navigation/stay_in_script_editor_on_node_selected : bool

Property Value

bool

text_editor/behavior/navigation/use_custom_word_separators

If true, uses the characters in text_editor/behavior/navigation/custom_word_separators as word separators for word navigation and operations. This is in addition to the default characters if text_editor/behavior/navigation/use_default_word_separators is also enabled. Word navigation and operations include double-clicking on a word or holding Ctrl (Cmd on macOS) while pressing left, right, backspace, or delete.

var text_editor/behavior/navigation/use_custom_word_separators : bool

Property Value

bool

text_editor/behavior/navigation/use_default_word_separators

If true, uses the characters in ```!"#\(%&'()*+,-./:;<=>?@[\]^`{|}~``, the Unicode General Punctuation table, and the Unicode CJK Punctuation table as word separators for word navigation and operations. If ``false``, a subset of these characters are used and does not include the characters ``<>\)~^=+|``. This is in addition to custom characters if text_editor/behavior/navigation/use_custom_word_separators is also enabled. These characters are used to determine where a word stops. Word navigation and operations include double-clicking on a word or holding Ctrl (Cmd on macOS) while pressing left, right, backspace, or delete.

var text_editor/behavior/navigation/use_default_word_separators : bool

Property Value

bool

text_editor/behavior/navigation/v_scroll_speed

The speed of scrolling in lines per second when text_editor/behavior/navigation/smooth_scrolling is true. Higher values make the script scroll by faster when using the mouse wheel.

Note: You can hold down Alt while using the mouse wheel to temporarily scroll 5 times faster.

var text_editor/behavior/navigation/v_scroll_speed : int

Property Value

int

text_editor/completion/add_node_path_literals

If true, uses NodePath instead of String when appropriate for code autocompletion or for drag and dropping object properties into the script editor.

var text_editor/completion/add_node_path_literals : bool

Property Value

bool

text_editor/completion/add_string_name_literals

If true, uses StringName instead of String when appropriate for code autocompletion.

var text_editor/completion/add_string_name_literals : bool

Property Value

bool

text_editor/completion/add_type_hints

If true, adds GDScript static typing hints such as -> void and : int when using code autocompletion or when creating onready variables by drag and dropping nodes into the script editor while pressing the Ctrl key. If true, newly created scripts will also automatically have type hints added to their method parameters and return types.

var text_editor/completion/add_type_hints : bool

Property Value

bool

text_editor/completion/auto_brace_complete

If true, automatically inserts the matching closing brace when the opening brace is inserted by typing or autocompletion. Also automatically removes the closing brace when pressing Backspace on the opening brace. This includes brackets ((), [], {}), string quotation marks ('', ""), and comments (/**/) if the language supports it.

var text_editor/completion/auto_brace_complete : bool

Property Value

bool

text_editor/completion/code_complete_delay

The delay in seconds after which autocompletion suggestions should be displayed when the user stops typing.

var text_editor/completion/code_complete_delay : float

Property Value

float

text_editor/completion/code_complete_enabled

If true, code completion will be triggered automatically after text_editor/completion/code_complete_delay. Even if false, code completion can be triggered manually with the ui_text_completion_query action (by default Ctrl + Space or Cmd + Space on macOS).

var text_editor/completion/code_complete_enabled : bool

Property Value

bool

text_editor/completion/colorize_suggestions

If true enables the coloring for some items in the autocompletion suggestions, like vector components.

var text_editor/completion/colorize_suggestions : bool

Property Value

bool

text_editor/completion/complete_file_paths

If true, provides autocompletion suggestions for file paths in methods such as load() and preload().

var text_editor/completion/complete_file_paths : bool

Property Value

bool

text_editor/completion/idle_parse_delay

The delay in seconds after which the script editor should check for errors when the user stops typing.

var text_editor/completion/idle_parse_delay : float

Property Value

float

text_editor/completion/idle_parse_delay_with_errors_found

The delay used instead of text_editor/completion/idle_parse_delay, when the parser has found errors. A lower value should feel more responsive while fixing code, but may cause notable stuttering and increase CPU usage.

var text_editor/completion/idle_parse_delay_with_errors_found : float

Property Value

float

text_editor/completion/put_callhint_tooltip_below_current_line

If true, the code completion tooltip will appear below the current line unless there is no space on screen below the current line. If false, the code completion tooltip will appear above the current line.

var text_editor/completion/put_callhint_tooltip_below_current_line : bool

Property Value

bool

text_editor/completion/use_single_quotes

If true, performs string autocompletion with single quotes. If false, performs string autocompletion with double quotes (which matches the GDScript style guide).

var text_editor/completion/use_single_quotes : bool

Property Value

bool

text_editor/external/exec_flags

The command-line arguments to pass to the external text editor that is run when text_editor/external/use_external_editor is true. See also text_editor/external/exec_path.

var text_editor/external/exec_flags : String

Property Value

String

text_editor/external/exec_path

The path to the text editor executable used to edit text files if text_editor/external/use_external_editor is true.

var text_editor/external/exec_path : String

Property Value

String

text_editor/external/use_external_editor

If true, uses an external editor instead of the built-in Script Editor. See also text_editor/external/exec_path and text_editor/external/exec_flags.

var text_editor/external/use_external_editor : bool

Property Value

bool

text_editor/help/class_reference_examples

Controls which multi-line code blocks should be displayed in the editor help. This setting does not affect single-line code literals in the editor help.

var text_editor/help/class_reference_examples : int

Property Value

int

text_editor/help/help_font_size

The font size to use for the editor help (built-in class reference).

var text_editor/help/help_font_size : int

Property Value

int

text_editor/help/help_source_font_size

The font size to use for code samples in the editor help (built-in class reference).

var text_editor/help/help_source_font_size : int

Property Value

int

text_editor/help/help_title_font_size

The font size to use for headings in the editor help (built-in class reference).

var text_editor/help/help_title_font_size : int

Property Value

int

text_editor/help/show_help_index

If true, displays a table of contents at the left of the editor help (at the location where the members overview would appear when editing a script).

var text_editor/help/show_help_index : bool

Property Value

bool

text_editor/help/sort_functions_alphabetically

If true, the script's method list in the Script Editor is sorted alphabetically.

var text_editor/help/sort_functions_alphabetically : bool

Property Value

bool

text_editor/script_list/group_help_pages

If true, class reference pages are grouped together at the bottom of the Script Editor's script list.

var text_editor/script_list/group_help_pages : bool

Property Value

bool

text_editor/script_list/highlight_scene_scripts

If true, the scripts that are used by the current scene are highlighted in the Script Editor's script list.

var text_editor/script_list/highlight_scene_scripts : bool

Property Value

bool

text_editor/script_list/list_script_names_as

Specifies how script paths should be displayed in Script Editor's script list. If using the "Name" option and some scripts share the same file name, more parts of their paths are revealed to avoid conflicts.

var text_editor/script_list/list_script_names_as : int

Property Value

int

text_editor/script_list/script_temperature_enabled

If true, the names of recently opened scripts in the Script Editor are highlighted with the accent color, with its intensity based on how recently they were opened.

var text_editor/script_list/script_temperature_enabled : bool

Property Value

bool

text_editor/script_list/script_temperature_history_size

How many script names can be highlighted at most, if text_editor/script_list/script_temperature_enabled is true. Scripts older than this value use the default font color.

var text_editor/script_list/script_temperature_history_size : int

Property Value

int

text_editor/script_list/show_members_overview

If true, displays an overview of the current script's member variables and functions at the left of the script editor. See also text_editor/script_list/sort_members_outline_alphabetically.

var text_editor/script_list/show_members_overview : bool

Property Value

bool

text_editor/script_list/sort_members_outline_alphabetically

If true, sorts the members outline (located at the left of the script editor) using alphabetical order. If false, sorts the members outline depending on the order in which members are found in the script.

Note: Only effective if text_editor/script_list/show_members_overview is true.

var text_editor/script_list/sort_members_outline_alphabetically : bool

Property Value

bool

text_editor/script_list/sort_scripts_by

Specifies sorting used for Script Editor's open script list.

var text_editor/script_list/sort_scripts_by : int

Property Value

int

text_editor/theme/color_theme

The syntax theme to use in the script editor.

You can save your own syntax theme from your current settings by using File > Theme > Save As... at the top of the script editor. The syntax theme will then be available locally in the list of color themes.

You can find additional syntax themes to install in the godot-syntax-themes repository.

var text_editor/theme/color_theme : String

Property Value

String

text_editor/theme/highlighting/background_color

The script editor's background color. If set to a translucent color, the editor theme's base color will be visible behind.

var text_editor/theme/highlighting/background_color : Color

Property Value

Color

text_editor/theme/highlighting/base_type_color

The script editor's base type color (used for types like Vector2, Vector3, Color, ...).

var text_editor/theme/highlighting/base_type_color : Color

Property Value

Color

text_editor/theme/highlighting/bookmark_color

The script editor's bookmark icon color (displayed in the gutter).

var text_editor/theme/highlighting/bookmark_color : Color

Property Value

Color

text_editor/theme/highlighting/brace_mismatch_color

The script editor's brace mismatch color. Used when the caret is currently on a mismatched brace, parenthesis or bracket character.

var text_editor/theme/highlighting/brace_mismatch_color : Color

Property Value

Color

text_editor/theme/highlighting/breakpoint_color

The script editor's breakpoint icon color (displayed in the gutter).

var text_editor/theme/highlighting/breakpoint_color : Color

Property Value

Color

text_editor/theme/highlighting/caret_background_color

The script editor's caret background color.

Note: This setting has no effect as it's currently unused.

var text_editor/theme/highlighting/caret_background_color : Color

Property Value

Color

text_editor/theme/highlighting/caret_color

The script editor's caret color.

var text_editor/theme/highlighting/caret_color : Color

Property Value

Color

text_editor/theme/highlighting/code_folding_color

The script editor's color for the code folding icon (displayed in the gutter).

var text_editor/theme/highlighting/code_folding_color : Color

Property Value

Color

text_editor/theme/highlighting/comment_color

The script editor's comment color.

Note: In GDScript, unlike Python, multiline strings are not considered to be comments, and will use the string highlighting color instead.

var text_editor/theme/highlighting/comment_color : Color

Property Value

Color

text_editor/theme/highlighting/completion_background_color

The script editor's autocompletion box background color.

var text_editor/theme/highlighting/completion_background_color : Color

Property Value

Color

text_editor/theme/highlighting/completion_existing_color

The script editor's autocompletion box background color to highlight existing characters in the completion results. This should be a translucent color so that text_editor/theme/highlighting/completion_selected_color can be seen behind.

var text_editor/theme/highlighting/completion_existing_color : Color

Property Value

Color

text_editor/theme/highlighting/completion_font_color

The script editor's autocompletion box text color.

var text_editor/theme/highlighting/completion_font_color : Color

Property Value

Color

text_editor/theme/highlighting/completion_scroll_color

The script editor's autocompletion box scroll bar color.

var text_editor/theme/highlighting/completion_scroll_color : Color

Property Value

Color

text_editor/theme/highlighting/completion_scroll_hovered_color

The script editor's autocompletion box scroll bar color when hovered or pressed with the mouse.

var text_editor/theme/highlighting/completion_scroll_hovered_color : Color

Property Value

Color

text_editor/theme/highlighting/completion_selected_color

The script editor's autocompletion box background color for the currently selected line.

var text_editor/theme/highlighting/completion_selected_color : Color

Property Value

Color

text_editor/theme/highlighting/control_flow_keyword_color

The script editor's control flow keyword color (used for keywords like if, for, return, ...).

var text_editor/theme/highlighting/control_flow_keyword_color : Color

Property Value

Color

text_editor/theme/highlighting/current_line_color

The script editor's background color for the line the caret is currently on. This should be set to a translucent color so that it can display on top of other line color modifiers such as text_editor/theme/highlighting/mark_color.

var text_editor/theme/highlighting/current_line_color : Color

Property Value

Color

text_editor/theme/highlighting/doc_comment_color

The script editor's documentation comment color. In GDScript, this is used for comments starting with ##. In C#, this is used for comments starting with /// or /**.

var text_editor/theme/highlighting/doc_comment_color : Color

Property Value

Color

text_editor/theme/highlighting/engine_type_color

The script editor's engine type color (Object, Mesh, Node, ...).

var text_editor/theme/highlighting/engine_type_color : Color

Property Value

Color

text_editor/theme/highlighting/executing_line_color

The script editor's color for the debugger's executing line icon (displayed in the gutter).

var text_editor/theme/highlighting/executing_line_color : Color

Property Value

Color

text_editor/theme/highlighting/folded_code_region_color

The script editor's background line highlighting color for folded code region.

var text_editor/theme/highlighting/folded_code_region_color : Color

Property Value

Color

text_editor/theme/highlighting/function_color

The script editor's function call color.

Note: When using the GDScript syntax highlighter, this is replaced by the function definition color configured in the syntax theme for function definitions (e.g. func _ready():).

var text_editor/theme/highlighting/function_color : Color

Property Value

Color

text_editor/theme/highlighting/keyword_color

The script editor's non-control flow keyword color (used for keywords like var, func, extends, ...).

var text_editor/theme/highlighting/keyword_color : Color

Property Value

Color

text_editor/theme/highlighting/line_length_guideline_color

The script editor's color for the line length guideline. The "hard" line length guideline will be drawn with this color, whereas the "soft" line length guideline will be drawn with half of its opacity.

var text_editor/theme/highlighting/line_length_guideline_color : Color

Property Value

Color

text_editor/theme/highlighting/line_number_color

The script editor's color for line numbers. See also text_editor/theme/highlighting/safe_line_number_color.

var text_editor/theme/highlighting/line_number_color : Color

Property Value

Color

text_editor/theme/highlighting/mark_color

The script editor's background color for lines with errors. This should be set to a translucent color so that it can display on top of other line color modifiers such as text_editor/theme/highlighting/current_line_color.

var text_editor/theme/highlighting/mark_color : Color

Property Value

Color

text_editor/theme/highlighting/member_variable_color

The script editor's color for member variables on objects (e.g. self.some_property).

Note: This color is not used for local variable declaration and access.

var text_editor/theme/highlighting/member_variable_color : Color

Property Value

Color

text_editor/theme/highlighting/number_color

The script editor's color for numbers (integer and floating-point).

var text_editor/theme/highlighting/number_color : Color

Property Value

Color

text_editor/theme/highlighting/safe_line_number_color

The script editor's color for type-safe line numbers. See also text_editor/theme/highlighting/line_number_color.

Note: Only displayed if text_editor/appearance/gutters/highlight_type_safe_lines is true.

var text_editor/theme/highlighting/safe_line_number_color : Color

Property Value

Color

text_editor/theme/highlighting/search_result_border_color

The script editor's color for the border of search results. This border helps bring further attention to the search result. Set this color's opacity to 0 to disable the border.

var text_editor/theme/highlighting/search_result_border_color : Color

Property Value

Color

text_editor/theme/highlighting/search_result_color

The script editor's background color for search results.

var text_editor/theme/highlighting/search_result_color : Color

Property Value

Color

text_editor/theme/highlighting/selection_color

The script editor's background color for the currently selected text.

var text_editor/theme/highlighting/selection_color : Color

Property Value

Color

text_editor/theme/highlighting/string_color

The script editor's color for strings (single-line and multi-line).

var text_editor/theme/highlighting/string_color : Color

Property Value

Color

text_editor/theme/highlighting/symbol_color

The script editor's color for operators (( ) [ ] { } + - * /, ...).

var text_editor/theme/highlighting/symbol_color : Color

Property Value

Color

text_editor/theme/highlighting/text_color

The script editor's color for text not highlighted by any syntax highlighting rule.

var text_editor/theme/highlighting/text_color : Color

Property Value

Color

text_editor/theme/highlighting/text_selected_color

The script editor's background color for text. This should be set to a translucent color so that it can display on top of other line color modifiers such as text_editor/theme/highlighting/current_line_color.

var text_editor/theme/highlighting/text_selected_color : Color

Property Value

Color

text_editor/theme/highlighting/user_type_color

The script editor's color for user-defined types (using class_name).

var text_editor/theme/highlighting/user_type_color : Color

Property Value

Color

text_editor/theme/highlighting/word_highlighted_color

The script editor's color for words highlighted by selecting them. Only visible if text_editor/appearance/caret/highlight_all_occurrences is true.

var text_editor/theme/highlighting/word_highlighted_color : Color

Property Value

Color

text_editor/theme/line_spacing

The vertical line separation used in text editors, in pixels.

var text_editor/theme/line_spacing : int

Property Value

int

version_control/ssh_private_key_path

Path to private SSH key file for the editor's Version Control integration credentials.

var version_control/ssh_private_key_path : String

Property Value

String

version_control/ssh_public_key_path

Path to public SSH key file for the editor's Version Control integration credentials.

var version_control/ssh_public_key_path : String

Property Value

String

version_control/username

Default username for editor's Version Control integration.

var version_control/username : String

Property Value

String

Methods

add_property_info(Dictionary)

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

  • name: String (the name of the property)

  • type: int (see Variant.Type)

  • optionally hint: int (see PropertyHint) and hint_string: String

var settings = EditorInterface.get_editor_settings()
settings.set("category/property_name", 0)

var property_info = {
    "name": "category/property_name",
    "type": TYPE_INT,
    "hint": PROPERTY_HINT_ENUM,
    "hint_string": "one,two,three"
}

settings.add_property_info(property_info)

void add_property_info(Dictionary info)

Parameters

info Dictionary

check_changed_settings_in_group(String)

Qualifiers: const

Checks if any settings with the prefix setting_prefix exist in the set of changed settings. See also get_changed_settings.

bool check_changed_settings_in_group(String setting_prefix)

Parameters

setting_prefix String

erase(String)

Erases the setting whose name is specified by property.

void erase(String property)

Parameters

property String

get_changed_settings

Qualifiers: const

Gets an array of the settings which have been changed since the last save. Note that internally changed_settings is cleared after a successful save, so generally the most appropriate place to use this method is when processing NOTIFICATION_EDITOR_SETTINGS_CHANGED.

PackedStringArray get_changed_settings

get_favorites

Qualifiers: const

Returns the list of favorite files and directories for this project.

PackedStringArray get_favorites

get_project_metadata(String, String, Variant)

Qualifiers: const

Returns project-specific metadata for the section and key specified. If the metadata doesn't exist, default will be returned instead. See also EditorSettings.set_project_metadata.

Variant get_project_metadata(String section, String key, Variant default)

Parameters

section String
key String
default Variant

get_recent_dirs

Qualifiers: const

Returns the list of recently visited folders in the file dialog for this project.

PackedStringArray get_recent_dirs

get_setting(String)

Qualifiers: const

Returns the value of the setting specified by name. This is equivalent to using Object.get on the EditorSettings instance.

Variant get_setting(String name)

Parameters

name String

has_setting(String)

Qualifiers: const

Returns true if the setting specified by name exists, false otherwise.

bool has_setting(String name)

Parameters

name String

mark_setting_changed(String)

Marks the passed editor setting as being changed, see get_changed_settings. Only settings which exist (see EditorSettings.has_setting) will be accepted.

void mark_setting_changed(String setting)

Parameters

setting String

set_builtin_action_override(String, InputEvent[])

Overrides the built-in editor action name with the input actions defined in actions_list.

void set_builtin_action_override(String name, InputEvent[] actions_list)

Parameters

name String
actions_list InputEvent[]

set_favorites(PackedStringArray)

Sets the list of favorite files and directories for this project.

void set_favorites(PackedStringArray dirs)

Parameters

dirs PackedStringArray

set_initial_value(StringName, Variant, bool)

Sets the initial value of the setting specified by name to value. This is used to provide a value for the Revert button in the Editor Settings. If update_current is true, the setting is reset to value as well.

void set_initial_value(StringName name, Variant value, bool update_current)

Parameters

name StringName
value Variant
update_current bool

set_project_metadata(String, String, Variant)

Sets project-specific metadata with the section, key and data specified. This metadata is stored outside the project folder and therefore won't be checked into version control. See also EditorSettings.get_project_metadata.

void set_project_metadata(String section, String key, Variant data)

Parameters

section String
key String
data Variant

set_recent_dirs(PackedStringArray)

Sets the list of recently visited folders in the file dialog for this project.

void set_recent_dirs(PackedStringArray dirs)

Parameters

dirs PackedStringArray

set_setting(String, Variant)

Sets the value of the setting specified by name. This is equivalent to using Object.set on the EditorSettings instance.

void set_setting(String name, Variant value)

Parameters

name String
value Variant

Events

settings_changed

Emitted after any editor setting has changed.

signal settings_changed