Class ProjectSettings
Stores globally-accessible variables.
- Inheritance
-
ProjectSettings
Remarks
Stores variables that can be accessed from everywhere. Use ProjectSettings.get_setting, ProjectSettings.set_setting or ProjectSettings.has_setting to access them. Variables stored in project.godot
are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.
When naming a Project Settings property, use the full path to the setting including the category. For example, "application/config/name"
for the project name. Category and property names can be viewed in the Project Settings dialog.
Feature tags: Project settings can be overridden for specific platforms and configurations (debug, release, ...) using feature tags.
Overriding: Any project setting can be overridden by creating a file named override.cfg
in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' feature tags in account. Therefore, make sure to also override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.
See Also
Properties
animation/warnings/check_angle_interpolation_type_conflicting
If true
, AnimationMixer prints the warning of interpolation being forced to choose the shortest rotation path due to multiple angle interpolation types being mixed in the AnimationMixer cache.
var animation/warnings/check_angle_interpolation_type_conflicting : bool = true
Property Value
animation/warnings/check_invalid_track_paths
If true
, AnimationMixer prints the warning of no matching object of the track path in the scene.
var animation/warnings/check_invalid_track_paths : bool = true
Property Value
application/boot_splash/bg_color
Background color for the boot splash.
var application/boot_splash/bg_color : Color = Color(0.14, 0.14, 0.14, 1)
Property Value
application/boot_splash/fullsize
If true
, scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If false
, the engine will leave it at the default pixel size.
var application/boot_splash/fullsize : bool = true
Property Value
application/boot_splash/image
Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead.
Note: Only effective if application/boot_splash/show_image is true
.
Note: The only supported format is PNG. Using another image format will result in an error.
Note: The image will also show when opening the project in the editor. If you want to display the default splash image in the editor, add an empty override for editor_hint
feature.
var application/boot_splash/image : String = ""
Property Value
application/boot_splash/minimum_display_time
Minimum boot splash display time (in milliseconds). It is not recommended to set too high values for this setting.
var application/boot_splash/minimum_display_time : int = 0
Property Value
application/boot_splash/show_image
If true
, displays the image specified in application/boot_splash/image when the engine starts. If false
, only displays the plain color specified in application/boot_splash/bg_color.
var application/boot_splash/show_image : bool = true
Property Value
application/boot_splash/use_filter
If true
, applies linear filtering when scaling the image (recommended for high-resolution artwork). If false
, uses nearest-neighbor interpolation (recommended for pixel art).
var application/boot_splash/use_filter : bool = true
Property Value
application/config/auto_accept_quit
If true
, the application automatically accepts quitting requests.
var application/config/auto_accept_quit : bool = true
Property Value
application/config/custom_user_dir_name
This user directory is used for storing persistent data (user://
filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in get_user_data_dir).
The application/config/use_custom_user_dir setting must be enabled for this to take effect.
Note: If application/config/custom_user_dir_name contains trailing periods, they will be stripped as folder names ending with a period are not allowed on Windows.
var application/config/custom_user_dir_name : String = ""
Property Value
application/config/description
The project's description, displayed as a tooltip in the Project Manager when hovering the project.
var application/config/description : String = ""
Property Value
application/config/icon
Icon used for the project, set when project loads. Exporters will also use this icon as a fallback if necessary.
var application/config/icon : String = ""
Property Value
application/config/macos_native_icon
Icon set in .icns
format used on macOS to set the game's icon. This is done automatically on start by calling DisplayServer.set_native_icon.
var application/config/macos_native_icon : String = ""
Property Value
application/config/name
The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.
Note: Changing this value will also change the user data folder's path if application/config/use_custom_user_dir is false
. After renaming the project, you will no longer be able to access existing data in user://
unless you rename the old folder to match the new project name. See Data paths in the documentation for more information.
var application/config/name : String = ""
Property Value
application/config/name_localized
Translations of the project's name. This setting is used by OS tools to translate application name on Android, iOS and macOS.
var application/config/name_localized : Dictionary = {}
Property Value
application/config/project_settings_override
Specifies a file to override project settings. For example: user://custom_settings.cfg
. See "Overriding" in the ProjectSettings class description at the top for more information.
Note: Regardless of this setting's value, res://override.cfg
will still be read to override the project settings.
var application/config/project_settings_override : String = ""
Property Value
application/config/quit_on_go_back
If true
, the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
var application/config/quit_on_go_back : bool = true
Property Value
application/config/use_custom_user_dir
If true
, the project will save user data to its own user directory. If application/config/custom_user_dir_name is empty, <OS user data directory>/<project name>
directory will be used. If false
, the project will save user data to <OS user data directory>/Godot/app_userdata/<project name>
.
See also File paths in Godot projects. This setting is only effective on desktop platforms.
var application/config/use_custom_user_dir : bool = false
Property Value
application/config/use_hidden_project_data_directory
If true
, the project will use a hidden directory (.godot
) for storing project-specific data (metadata, shader cache, etc.).
If false
, a non-hidden directory (godot
) will be used instead.
Note: Restart the application after changing this setting.
Note: Changing this value can help on platforms or with third-party tools where hidden directory patterns are disallowed. Only modify this setting if you know that your environment requires it, as changing the default can impact compatibility with some external tools or plugins which expect the default .godot
folder.
var application/config/use_hidden_project_data_directory : bool = true
Property Value
application/config/version
The project's human-readable version identifier. This is used by exporters if the version identifier isn't overridden there. If application/config/version is an empty string and the version identifier isn't overridden in an exporter, the exporter will use 1.0.0
as a version identifier.
var application/config/version : String = ""
Property Value
application/config/windows_native_icon
Icon set in .ico
format used on Windows to set the game's icon. This is done automatically on start by calling DisplayServer.set_native_icon.
var application/config/windows_native_icon : String = ""
Property Value
application/run/delta_smoothing
Time samples for frame deltas are subject to random variation introduced by the platform, even when frames are displayed at regular intervals thanks to V-Sync. This can lead to jitter. Delta smoothing can often give a better result by filtering the input deltas to correct for minor fluctuations from the refresh rate.
Note: Delta smoothing is only attempted when display/window/vsync/vsync_mode is set to enabled
, as it does not work well without V-Sync.
It may take several seconds at a stable frame rate before the smoothing is initially activated. It will only be active on machines where performance is adequate to render frames at the refresh rate.
var application/run/delta_smoothing : bool = true
Property Value
application/run/disable_stderr
If true
, disables printing to standard error. If true
, this also hides error and warning messages printed by @GlobalScope.push_error and @GlobalScope.push_warning. See also application/run/disable_stdout.
Changes to this setting will only be applied upon restarting the application. To control this at runtime, use print_error_messages.
var application/run/disable_stderr : bool = false
Property Value
application/run/disable_stdout
If true
, disables printing to standard output. This is equivalent to starting the editor or project with the --quiet
command line argument. See also application/run/disable_stderr.
Changes to this setting will only be applied upon restarting the application. To control this at runtime, use print_to_stdout.
var application/run/disable_stdout : bool = false
Property Value
application/run/enable_alt_space_menu
If true
, allows the Alt + Space
keys to display the window menu. This menu allows the user to perform various window management operations such as moving, resizing, or minimizing the window.
Note: When the menu is displayed, project execution will pause until the menu is fully closed due to Windows behavior. Consider this when enabling this setting in a networked multiplayer game. The menu is only considered fully closed when an option is selected, when the user clicks outside, or when Escape
is pressed after bringing up the window menu and another key is pressed afterwards.
Note: This setting is implemented only on Windows.
var application/run/enable_alt_space_menu : bool = false
Property Value
application/run/flush_stdout_on_print
If true
, flushes the standard output stream every time a line is printed. This affects both terminal logging and file logging.
When running a project, this setting must be enabled if you want logs to be collected by service managers such as systemd/journalctl. This setting is disabled by default on release builds, since flushing on every printed line will negatively affect performance if lots of lines are printed in a rapid succession. Also, if this setting is enabled, logged files will still be written successfully if the application crashes or is otherwise killed by the user (without being closed "normally").
Note: Regardless of this setting, the standard error stream (stderr
) is always flushed when a line is printed to it.
Changes to this setting will only be applied upon restarting the application.
var application/run/flush_stdout_on_print : bool = false
Property Value
application/run/flush_stdout_on_print.debug
Debug build override for application/run/flush_stdout_on_print, as performance is less important during debugging.
Changes to this setting will only be applied upon restarting the application.
var application/run/flush_stdout_on_print.debug : bool = true
Property Value
application/run/frame_delay_msec
Forces a constant delay between frames in the main loop (in milliseconds). In most situations, application/run/max_fps should be preferred as an FPS limiter as it's more precise.
This setting can be overridden using the --frame-delay <ms;>
command line argument.
var application/run/frame_delay_msec : int = 0
Property Value
application/run/low_processor_mode
If true
, enables low-processor usage mode. When enabled, the engine takes longer to redraw, but only redraws the screen if necessary. This may lower power consumption, and is intended for editors or mobile applications. For most games, because the screen needs to be redrawn every frame, it is recommended to keep this setting disabled.
var application/run/low_processor_mode : bool = false
Property Value
application/run/low_processor_mode_sleep_usec
Amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
var application/run/low_processor_mode_sleep_usec : int = 6900
Property Value
application/run/main_loop_type
The name of the type implementing the engine's main loop.
var application/run/main_loop_type : String = "SceneTree"
Property Value
application/run/main_scene
Path to the main scene file that will be loaded when the project runs.
var application/run/main_scene : String = ""
Property Value
application/run/max_fps
Maximum number of frames per second allowed. A value of 0
means "no limit". The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project logic and rendering.
Limiting the FPS can be useful to reduce system power consumption, which reduces heat and noise emissions (and improves battery life on mobile devices).
If display/window/vsync/vsync_mode is set to Enabled
or Adaptive
, it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
If display/window/vsync/vsync_mode is Enabled
, on monitors with variable refresh rate enabled (G-Sync/FreeSync), using an FPS limit a few frames lower than the monitor's refresh rate will reduce input lag while avoiding tearing.
If display/window/vsync/vsync_mode is Disabled
, limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
See also physics/common/physics_ticks_per_second.
This setting can be overridden using the --max-fps <fps>
command line argument (including with a value of 0
for unlimited framerate).
Note: This property is only read when the project starts. To change the rendering FPS cap at runtime, set max_fps instead.
var application/run/max_fps : int = 0
Property Value
application/run/print_header
If true
, the engine header is printed in the console on startup. This header describes the current version of the engine, as well as the renderer being used. This behavior can also be disabled on the command line with the --no-header
option.
var application/run/print_header : bool = true
Property Value
audio/buses/channel_disable_threshold_db
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
var audio/buses/channel_disable_threshold_db : float = -60.0
Property Value
audio/buses/channel_disable_time
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
var audio/buses/channel_disable_time : float = 2.0
Property Value
audio/buses/default_bus_layout
Default AudioBusLayout resource file to use in the project, unless overridden by the scene.
var audio/buses/default_bus_layout : String = "res://default_bus_layout.tres"
Property Value
audio/driver/driver
Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.
The Dummy
audio driver disables all audio playback and recording, which is useful for non-game applications as it reduces CPU usage. It also prevents the engine from appearing as an application playing audio in the OS' audio mixer.
To query the value that is being used at run-time (which may be overridden by command-line arguments or headless mode), use get_driver_name.
Note: The driver in use can be overridden at runtime via the --audio-driver
command line argument.
var audio/driver/driver : String
Property Value
audio/driver/enable_input
If true
, microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
Note: If the operating system blocks access to audio input devices (due to the user's privacy settings), audio capture will only return silence. On Windows 10 and later, make sure that apps are allowed to access the microphone in the OS' privacy settings.
var audio/driver/enable_input : bool = false
Property Value
audio/driver/mix_rate
Target mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system.
Note: On iOS and macOS, mixing rate is determined by audio driver, this value is ignored.
Note: Input and output mixing rates might be different. Use get_mix_rate and get_input_mix_rate to get actual values.
var audio/driver/mix_rate : int = 44100
Property Value
audio/driver/mix_rate.web
Safer override for audio/driver/mix_rate in the Web platform. Here 0
means "let the browser choose" (since some browsers do not like forcing the mix rate).
var audio/driver/mix_rate.web : int = 0
Property Value
audio/driver/output_latency
Specifies the preferred output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible crackling on slower hardware.
Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use get_output_latency to determine the actual audio output latency.
Audio output latency can be overridden using the --audio-output-latency <ms>
command line argument.
Note: This setting is ignored on Android, and on all versions of Windows prior to Windows 10.
var audio/driver/output_latency : int = 15
Property Value
audio/driver/output_latency.web
Safer override for audio/driver/output_latency in the Web platform, to avoid audio issues especially on mobile devices.
var audio/driver/output_latency.web : int = 50
Property Value
audio/general/2d_panning_strength
The base strength of the panning effect for all AudioStreamPlayer2D nodes. The panning strength can be further scaled on each Node using panning_strength. A value of 0.0
disables stereo panning entirely, leaving only volume attenuation in place. A value of 1.0
completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
The default value of 0.5
is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
var audio/general/2d_panning_strength : float = 0.5
Property Value
audio/general/3d_panning_strength
The base strength of the panning effect for all AudioStreamPlayer3D nodes. The panning strength can be further scaled on each Node using panning_strength. A value of 0.0
disables stereo panning entirely, leaving only volume attenuation in place. A value of 1.0
completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
The default value of 0.5
is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
var audio/general/3d_panning_strength : float = 0.5
Property Value
audio/general/default_playback_type
Specifies the default playback type of the platform.
The default value is set to Stream, as most platforms have no issues mixing streams.
var audio/general/default_playback_type : int = 0
Property Value
audio/general/default_playback_type.web
Specifies the default playback type of the Web platform.
The default value is set to Sample as the Web platform is not suited to mix audio streams outside of the Web Audio API, especially when exporting a single-threaded game. Sample allows for lower latency on the web platform at the cost of flexibility (AudioEffects are not supported).
Warning: Forcing Stream on the Web platform may cause high audio latency and crackling, especially when exporting a multi-threaded game.
var audio/general/default_playback_type.web : int = 1
Property Value
audio/general/ios/mix_with_others
Sets the mixWithOthers option for the AVAudioSession on iOS. This will override the mix behavior, if the category is set to Play and Record
, Playback
, or Multi Route
.
Ambient
always has this set per default.
var audio/general/ios/mix_with_others : bool = false
Property Value
audio/general/ios/session_category
Sets the AVAudioSessionCategory on iOS. Use the Playback
category to get sound output, even if the phone is in silent mode.
var audio/general/ios/session_category : int = 0
Property Value
audio/general/text_to_speech
If true
, text-to-speech support is enabled, see tts_get_voices and DisplayServer.tts_speak.
Note: Enabling TTS can cause addition idle CPU usage and interfere with the sleep mode, so consider disabling it if TTS is not used.
var audio/general/text_to_speech : bool = false
Property Value
audio/video/video_delay_compensation_ms
Setting to hardcode audio delay when playing video. Best to leave this unchanged unless you know what you are doing.
var audio/video/video_delay_compensation_ms : int = 0
Property Value
collada/use_ambient
If true
, ambient lights will be imported from COLLADA models as DirectionalLight3D. If false
, ambient lights will be ignored.
var collada/use_ambient : bool = false
Property Value
compression/formats/gzip/compression_level
The default compression level for gzip. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. -1
uses the default gzip compression level, which is identical to 6
but could change in the future due to underlying zlib updates.
var compression/formats/gzip/compression_level : int = -1
Property Value
compression/formats/zlib/compression_level
The default compression level for Zlib. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. -1
uses the default gzip compression level, which is identical to 6
but could change in the future due to underlying zlib updates.
var compression/formats/zlib/compression_level : int = -1
Property Value
compression/formats/zstd/compression_level
The default compression level for Zstandard. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level.
var compression/formats/zstd/compression_level : int = 3
Property Value
compression/formats/zstd/long_distance_matching
Enables long-distance matching in Zstandard.
var compression/formats/zstd/long_distance_matching : bool = false
Property Value
compression/formats/zstd/window_log_size
Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.
var compression/formats/zstd/window_log_size : int = 27
Property Value
debug/canvas_items/debug_redraw_color
If canvas item redraw debugging is active, this color will be flashed on canvas items when they redraw.
var debug/canvas_items/debug_redraw_color : Color = Color(1, 0.2, 0.2, 0.5)
Property Value
debug/canvas_items/debug_redraw_time
If canvas item redraw debugging is active, this will be the time the flash will last each time they redraw.
var debug/canvas_items/debug_redraw_time : float = 1.0
Property Value
debug/file_logging/enable_file_logging
If true
, logs all output and error messages to files. See also debug/file_logging/log_path, debug/file_logging/max_log_files, and application/run/flush_stdout_on_print.
var debug/file_logging/enable_file_logging : bool = false
Property Value
debug/file_logging/enable_file_logging.pc
Desktop override for debug/file_logging/enable_file_logging, as log files are not readily accessible on mobile/Web platforms.
var debug/file_logging/enable_file_logging.pc : bool = true
Property Value
debug/file_logging/log_path
Path at which to store log files for the project. Using a path under user://
is recommended.
This can be specified manually on the command line using the --log-file <file>
command line argument. If this command line argument is specified, log rotation is automatically disabled (see debug/file_logging/max_log_files).
var debug/file_logging/log_path : String = "user://logs/godot.log"
Property Value
debug/file_logging/max_log_files
Specifies the maximum number of log files allowed (used for rotation). Set to 1
to disable log file rotation.
If the --log-file <file>
command line argument is used, log rotation is always disabled.
var debug/file_logging/max_log_files : int = 5
Property Value
debug/gdscript/warnings/assert_always_false
When set to warn
or error
, produces a warning or an error respectively when an assert
call always evaluates to false
.
var debug/gdscript/warnings/assert_always_false : int = 1
Property Value
debug/gdscript/warnings/assert_always_true
When set to warn
or error
, produces a warning or an error respectively when an assert
call always evaluates to true
.
var debug/gdscript/warnings/assert_always_true : int = 1
Property Value
debug/gdscript/warnings/confusable_capture_reassignment
When set to warn
or error
, produces a warning or an error respectively when a local variable captured by a lambda is reassigned, since this does not modify the outer local variable.
var debug/gdscript/warnings/confusable_capture_reassignment : int = 1
Property Value
debug/gdscript/warnings/confusable_identifier
When set to warn
or error
, produces a warning or an error respectively when an identifier contains characters that can be confused with something else, like when mixing different alphabets.
var debug/gdscript/warnings/confusable_identifier : int = 1
Property Value
debug/gdscript/warnings/confusable_local_declaration
When set to warn
or error
, produces a warning or an error respectively when an identifier declared in the nested block has the same name as an identifier declared below in the parent block.
var debug/gdscript/warnings/confusable_local_declaration : int = 1
Property Value
debug/gdscript/warnings/confusable_local_usage
When set to warn
or error
, produces a warning or an error respectively when an identifier that will be shadowed below in the block is used.
var debug/gdscript/warnings/confusable_local_usage : int = 1
Property Value
debug/gdscript/warnings/constant_used_as_function
When set to warn
or error
, produces a warning or an error respectively when a constant is used as a function.
var debug/gdscript/warnings/constant_used_as_function : int = 1
Property Value
debug/gdscript/warnings/deprecated_keyword
When set to warn
or error
, produces a warning or an error respectively when deprecated keywords are used.
Note: There are currently no deprecated keywords, so this warning is never produced.
var debug/gdscript/warnings/deprecated_keyword : int = 1
Property Value
debug/gdscript/warnings/empty_file
When set to warn
or error
, produces a warning or an error respectively when an empty file is parsed.
var debug/gdscript/warnings/empty_file : int = 1
Property Value
debug/gdscript/warnings/enable
If true
, enables specific GDScript warnings (see debug/gdscript/warnings/*
settings). If false
, disables all GDScript warnings.
var debug/gdscript/warnings/enable : bool = true
Property Value
debug/gdscript/warnings/enum_variable_without_default
When set to warn
or error
, produces a warning or an error respectively when a variable has an enum type but no explicit default value, but only if the enum does not contain 0
as a valid value.
var debug/gdscript/warnings/enum_variable_without_default : int = 1
Property Value
debug/gdscript/warnings/exclude_addons
If true
, scripts in the res://addons
folder will not generate warnings.
var debug/gdscript/warnings/exclude_addons : bool = true
Property Value
debug/gdscript/warnings/function_used_as_property
When set to warn
or error
, produces a warning or an error respectively when using a function as if it is a property.
var debug/gdscript/warnings/function_used_as_property : int = 1
Property Value
debug/gdscript/warnings/get_node_default_without_onready
When set to warn
or error
, produces a warning or an error respectively when Node.get_node (or the shorthand $
) is used as default value of a class variable without the @onready
annotation.
var debug/gdscript/warnings/get_node_default_without_onready : int = 2
Property Value
debug/gdscript/warnings/incompatible_ternary
When set to warn
or error
, produces a warning or an error respectively when a ternary operator may emit values with incompatible types.
var debug/gdscript/warnings/incompatible_ternary : int = 1
Property Value
debug/gdscript/warnings/inference_on_variant
When set to warn
or error
, produces a warning or an error respectively when a static inferred type uses a Variant as initial value, which makes the static type to also be Variant.
var debug/gdscript/warnings/inference_on_variant : int = 2
Property Value
debug/gdscript/warnings/inferred_declaration
When set to warn
or error
, produces a warning or an error respectively when a variable, constant, or parameter has an implicitly inferred static type.
Note: This warning is recommended in addition to debug/gdscript/warnings/untyped_declaration if you want to always specify the type explicitly. Having INFERRED_DECLARATION
warning level higher than UNTYPED_DECLARATION
warning level makes little sense and is not recommended.
var debug/gdscript/warnings/inferred_declaration : int = 0
Property Value
debug/gdscript/warnings/int_as_enum_without_cast
When set to warn
or error
, produces a warning or an error respectively when trying to use an integer as an enum without an explicit cast.
var debug/gdscript/warnings/int_as_enum_without_cast : int = 1
Property Value
debug/gdscript/warnings/int_as_enum_without_match
When set to warn
or error
, produces a warning or an error respectively when trying to use an integer as an enum when there is no matching enum member for that numeric value.
var debug/gdscript/warnings/int_as_enum_without_match : int = 1
Property Value
debug/gdscript/warnings/integer_division
When set to warn
or error
, produces a warning or an error respectively when dividing an integer by another integer (the decimal part will be discarded).
var debug/gdscript/warnings/integer_division : int = 1
Property Value
debug/gdscript/warnings/missing_tool
When set to warn
or error
, produces a warning or an error respectively when the base class script has the @tool
annotation, but the current class script does not have it.
var debug/gdscript/warnings/missing_tool : int = 1
Property Value
debug/gdscript/warnings/narrowing_conversion
When set to warn
or error
, produces a warning or an error respectively when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
var debug/gdscript/warnings/narrowing_conversion : int = 1
Property Value
debug/gdscript/warnings/native_method_override
When set to warn
or error
, produces a warning or an error respectively when a method in the script overrides a native method, because it may not behave as expected.
var debug/gdscript/warnings/native_method_override : int = 2
Property Value
debug/gdscript/warnings/onready_with_export
When set to warn
or error
, produces a warning or an error respectively when the @onready
annotation is used together with the @export
annotation, since it may not behave as expected.
var debug/gdscript/warnings/onready_with_export : int = 2
Property Value
debug/gdscript/warnings/property_used_as_function
When set to warn
or error
, produces a warning or an error respectively when using a property as if it is a function.
var debug/gdscript/warnings/property_used_as_function : int = 1
Property Value
debug/gdscript/warnings/redundant_await
When set to warn
or error
, produces a warning or an error respectively when a function that is not a coroutine is called with await.
var debug/gdscript/warnings/redundant_await : int = 1
Property Value
debug/gdscript/warnings/redundant_static_unload
When set to warn
or error
, produces a warning or an error respectively when the @static_unload
annotation is used in a script without any static variables.
var debug/gdscript/warnings/redundant_static_unload : int = 1
Property Value
debug/gdscript/warnings/renamed_in_godot_4_hint
When enabled, using a property, enum, or function that was renamed since Godot 3 will produce a hint if an error occurs.
var debug/gdscript/warnings/renamed_in_godot_4_hint : bool = true
Property Value
debug/gdscript/warnings/return_value_discarded
When set to warn
or error
, produces a warning or an error respectively when calling a function without using its return value (by assigning it to a variable or using it as a function argument). These return values are sometimes used to indicate possible errors using the Error enum.
var debug/gdscript/warnings/return_value_discarded : int = 0
Property Value
debug/gdscript/warnings/shadowed_global_identifier
When set to warn
or error
, produces a warning or an error respectively when defining a local or member variable, signal, or enum that would have the same name as a built-in function or global class name, thus shadowing it.
var debug/gdscript/warnings/shadowed_global_identifier : int = 1
Property Value
debug/gdscript/warnings/shadowed_variable
When set to warn
or error
, produces a warning or an error respectively when a local variable or local constant shadows a member declared in the current class.
var debug/gdscript/warnings/shadowed_variable : int = 1
Property Value
debug/gdscript/warnings/shadowed_variable_base_class
When set to warn
or error
, produces a warning or an error respectively when a local variable or local constant shadows a member declared in a base class.
var debug/gdscript/warnings/shadowed_variable_base_class : int = 1
Property Value
debug/gdscript/warnings/standalone_expression
When set to warn
or error
, produces a warning or an error respectively when calling an expression that may have no effect on the surrounding code, such as writing 2 + 2
as a statement.
var debug/gdscript/warnings/standalone_expression : int = 1
Property Value
debug/gdscript/warnings/standalone_ternary
When set to warn
or error
, produces a warning or an error respectively when calling a ternary expression that may have no effect on the surrounding code, such as writing 42 if active else 0
as a statement.
var debug/gdscript/warnings/standalone_ternary : int = 1
Property Value
debug/gdscript/warnings/static_called_on_instance
When set to warn
or error
, produces a warning or an error respectively when calling a static method from an instance of a class instead of from the class directly.
var debug/gdscript/warnings/static_called_on_instance : int = 1
Property Value
debug/gdscript/warnings/unassigned_variable
When set to warn
or error
, produces a warning or an error respectively when using a variable that wasn't previously assigned.
var debug/gdscript/warnings/unassigned_variable : int = 1
Property Value
debug/gdscript/warnings/unassigned_variable_op_assign
When set to warn
or error
, produces a warning or an error respectively when assigning a variable using an assignment operator like +=
if the variable wasn't previously assigned.
var debug/gdscript/warnings/unassigned_variable_op_assign : int = 1
Property Value
debug/gdscript/warnings/unreachable_code
When set to warn
or error
, produces a warning or an error respectively when unreachable code is detected (such as after a return
statement that will always be executed).
var debug/gdscript/warnings/unreachable_code : int = 1
Property Value
debug/gdscript/warnings/unreachable_pattern
When set to warn
or error
, produces a warning or an error respectively when an unreachable match
pattern is detected.
var debug/gdscript/warnings/unreachable_pattern : int = 1
Property Value
debug/gdscript/warnings/unsafe_call_argument
When set to warn
or error
, produces a warning or an error respectively when using an expression whose type may not be compatible with the function parameter expected.
var debug/gdscript/warnings/unsafe_call_argument : int = 0
Property Value
debug/gdscript/warnings/unsafe_cast
When set to warn
or error
, produces a warning or an error respectively when a Variant value is cast to a non-Variant.
var debug/gdscript/warnings/unsafe_cast : int = 0
Property Value
debug/gdscript/warnings/unsafe_method_access
When set to warn
or error
, produces a warning or an error respectively when calling a method whose presence is not guaranteed at compile-time in the class.
var debug/gdscript/warnings/unsafe_method_access : int = 0
Property Value
debug/gdscript/warnings/unsafe_property_access
When set to warn
or error
, produces a warning or an error respectively when accessing a property whose presence is not guaranteed at compile-time in the class.
var debug/gdscript/warnings/unsafe_property_access : int = 0
Property Value
debug/gdscript/warnings/unsafe_void_return
When set to warn
or error
, produces a warning or an error respectively when returning a call from a void
function when such call cannot be guaranteed to be also void
.
var debug/gdscript/warnings/unsafe_void_return : int = 1
Property Value
debug/gdscript/warnings/untyped_declaration
When set to warn
or error
, produces a warning or an error respectively when a variable or parameter has no static type, or if a function has no static return type.
Note: This warning is recommended together with text_editor/completion/add_type_hints to help achieve type safety.
var debug/gdscript/warnings/untyped_declaration : int = 0
Property Value
debug/gdscript/warnings/unused_local_constant
When set to warn
or error
, produces a warning or an error respectively when a local constant is never used.
var debug/gdscript/warnings/unused_local_constant : int = 1
Property Value
debug/gdscript/warnings/unused_parameter
When set to warn
or error
, produces a warning or an error respectively when a function parameter is never used.
var debug/gdscript/warnings/unused_parameter : int = 1
Property Value
debug/gdscript/warnings/unused_private_class_variable
When set to warn
or error
, produces a warning or an error respectively when a private member variable is never used.
var debug/gdscript/warnings/unused_private_class_variable : int = 1
Property Value
debug/gdscript/warnings/unused_signal
When set to warn
or error
, produces a warning or an error respectively when a signal is declared but never explicitly used in the class.
var debug/gdscript/warnings/unused_signal : int = 1
Property Value
debug/gdscript/warnings/unused_variable
When set to warn
or error
, produces a warning or an error respectively when a local variable is unused.
var debug/gdscript/warnings/unused_variable : int = 1
Property Value
debug/settings/crash_handler/message
Message to be displayed before the backtrace when the engine crashes. By default, this message is only used in exported projects due to the editor-only override applied to this setting.
var debug/settings/crash_handler/message : String = "Please include this when reporting the bug to the project developer."
Property Value
debug/settings/crash_handler/message.editor
Editor-only override for debug/settings/crash_handler/message. Does not affect exported projects in debug or release mode.
var debug/settings/crash_handler/message.editor : String = "Please include this when reporting the bug on: https://github.com/godotengine/godot/issues"
Property Value
debug/settings/gdscript/max_call_stack
Maximum call stack allowed for debugging GDScript.
var debug/settings/gdscript/max_call_stack : int = 1024
Property Value
debug/settings/physics_interpolation/enable_warnings
If true
, enables warnings which can help pinpoint where nodes are being incorrectly updated, which will result in incorrect interpolation and visual glitches.
When a node is being interpolated, it is essential that the transform is set during Node._physics_process (during a physics tick) rather than Node._process (during a frame).
var debug/settings/physics_interpolation/enable_warnings : bool = true
Property Value
debug/settings/profiler/max_functions
Maximum number of functions per frame allowed when profiling.
var debug/settings/profiler/max_functions : int = 16384
Property Value
debug/settings/profiler/max_timestamp_query_elements
Maximum number of timestamp query elements allowed per frame for visual profiling.
var debug/settings/profiler/max_timestamp_query_elements : int = 256
Property Value
debug/settings/stdout/print_fps
Print frames per second to standard output every second.
var debug/settings/stdout/print_fps : bool = false
Property Value
debug/settings/stdout/print_gpu_profile
Print GPU profile information to standard output every second. This includes how long each frame takes the GPU to render on average, broken down into different steps of the render pipeline, such as CanvasItems, shadows, glow, etc.
var debug/settings/stdout/print_gpu_profile : bool = false
Property Value
debug/settings/stdout/verbose_stdout
Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc. This can also be enabled using the --verbose
or -v
command line argument, even on an exported project. See also is_stdout_verbose and @GlobalScope.print_verbose.
var debug/settings/stdout/verbose_stdout : bool = false
Property Value
debug/shader_language/warnings/device_limit_exceeded
When set to true
, produces a warning when the shader exceeds certain device limits. Currently, the only device limit checked is the limit on uniform buffer size. More device limits will be added in the future.
var debug/shader_language/warnings/device_limit_exceeded : bool = true
Property Value
debug/shader_language/warnings/enable
If true
, enables specific shader warnings (see debug/shader_language/warnings/*
settings). If false
, disables all shader warnings.
var debug/shader_language/warnings/enable : bool = true
Property Value
debug/shader_language/warnings/float_comparison
When set to true
, produces a warning when two floating-point numbers are compared directly with the ==
operator or the !=
operator.
var debug/shader_language/warnings/float_comparison : bool = true
Property Value
debug/shader_language/warnings/formatting_error
When set to true
, produces a warning upon encountering certain formatting errors. Currently this only checks for empty statements. More formatting errors may be added over time.
var debug/shader_language/warnings/formatting_error : bool = true
Property Value
debug/shader_language/warnings/magic_position_write
When set to true
, produces a warning when the shader contains POSITION = vec4(vertex,
as this was very common code written in Godot 4.2 and earlier that was paired with a QuadMesh to produce a full screen post processes pass. With the switch to reversed z in 4.3, this trick no longer works, as it implicitly relied on the VERTEX.z
being 0.
var debug/shader_language/warnings/magic_position_write : bool = true
Property Value
debug/shader_language/warnings/treat_warnings_as_errors
When set to true
, warnings are treated as errors.
var debug/shader_language/warnings/treat_warnings_as_errors : bool = false
Property Value
debug/shader_language/warnings/unused_constant
When set to true
, produces a warning when a constant is never used.
var debug/shader_language/warnings/unused_constant : bool = true
Property Value
debug/shader_language/warnings/unused_function
When set to true
, produces a warning when a function is never used.
var debug/shader_language/warnings/unused_function : bool = true
Property Value
debug/shader_language/warnings/unused_local_variable
When set to true
, produces a warning when a local variable is never used.
var debug/shader_language/warnings/unused_local_variable : bool = true
Property Value
debug/shader_language/warnings/unused_struct
When set to true
, produces a warning when a struct is never used.
var debug/shader_language/warnings/unused_struct : bool = true
Property Value
debug/shader_language/warnings/unused_uniform
When set to true
, produces a warning when a uniform is never used.
var debug/shader_language/warnings/unused_uniform : bool = true
Property Value
debug/shader_language/warnings/unused_varying
When set to true
, produces a warning when a varying is never used.
var debug/shader_language/warnings/unused_varying : bool = true
Property Value
debug/shapes/avoidance/agents_radius_color
Color of the avoidance agents radius, visible when "Visible Avoidance" is enabled in the Debug menu.
var debug/shapes/avoidance/agents_radius_color : Color = Color(1, 1, 0, 0.25)
Property Value
debug/shapes/avoidance/enable_agents_radius
If enabled, displays avoidance agents radius when "Visible Avoidance" is enabled in the Debug menu.
var debug/shapes/avoidance/enable_agents_radius : bool = true
Property Value
debug/shapes/avoidance/enable_obstacles_radius
If enabled, displays avoidance obstacles radius when "Visible Avoidance" is enabled in the Debug menu.
var debug/shapes/avoidance/enable_obstacles_radius : bool = true
Property Value
debug/shapes/avoidance/enable_obstacles_static
If enabled, displays static avoidance obstacles when "Visible Avoidance" is enabled in the Debug menu.
var debug/shapes/avoidance/enable_obstacles_static : bool = true
Property Value
debug/shapes/avoidance/obstacles_radius_color
Color of the avoidance obstacles radius, visible when "Visible Avoidance" is enabled in the Debug menu.
var debug/shapes/avoidance/obstacles_radius_color : Color = Color(1, 0.5, 0, 0.25)
Property Value
debug/shapes/avoidance/obstacles_static_edge_pushin_color
Color of the static avoidance obstacles edges when their vertices are winded in order to push agents in, visible when "Visible Avoidance" is enabled in the Debug menu.
var debug/shapes/avoidance/obstacles_static_edge_pushin_color : Color = Color(1, 0, 0, 1)
Property Value
debug/shapes/avoidance/obstacles_static_edge_pushout_color
Color of the static avoidance obstacles edges when their vertices are winded in order to push agents out, visible when "Visible Avoidance" is enabled in the Debug menu.
var debug/shapes/avoidance/obstacles_static_edge_pushout_color : Color = Color(1, 1, 0, 1)
Property Value
debug/shapes/avoidance/obstacles_static_face_pushin_color
Color of the static avoidance obstacles faces when their vertices are winded in order to push agents in, visible when "Visible Avoidance" is enabled in the Debug menu.
var debug/shapes/avoidance/obstacles_static_face_pushin_color : Color = Color(1, 0, 0, 0)
Property Value
debug/shapes/avoidance/obstacles_static_face_pushout_color
Color of the static avoidance obstacles faces when their vertices are winded in order to push agents out, visible when "Visible Avoidance" is enabled in the Debug menu.
var debug/shapes/avoidance/obstacles_static_face_pushout_color : Color = Color(1, 1, 0, 0.5)
Property Value
debug/shapes/collision/contact_color
Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
var debug/shapes/collision/contact_color : Color = Color(1, 0.2, 0.1, 0.8)
Property Value
debug/shapes/collision/draw_2d_outlines
Sets whether 2D physics will display collision outlines in game when "Visible Collision Shapes" is enabled in the Debug menu.
var debug/shapes/collision/draw_2d_outlines : bool = true
Property Value
debug/shapes/collision/max_contacts_displayed
Maximum number of contact points between collision shapes to display when "Visible Collision Shapes" is enabled in the Debug menu.
var debug/shapes/collision/max_contacts_displayed : int = 10000
Property Value
debug/shapes/collision/shape_color
Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
var debug/shapes/collision/shape_color : Color = Color(0, 0.6, 0.7, 0.42)
Property Value
debug/shapes/navigation/agent_path_color
Color to display enabled navigation agent paths when an agent has debug enabled.
var debug/shapes/navigation/agent_path_color : Color = Color(1, 0, 0, 1)
Property Value
debug/shapes/navigation/agent_path_point_size
Rasterized size (pixel) used to render navigation agent path points when an agent has debug enabled.
var debug/shapes/navigation/agent_path_point_size : float = 4.0
Property Value
debug/shapes/navigation/edge_connection_color
Color to display edge connections between navigation regions, visible when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/edge_connection_color : Color = Color(1, 0, 1, 1)
Property Value
debug/shapes/navigation/enable_agent_paths
If enabled, displays navigation agent paths when an agent has debug enabled.
var debug/shapes/navigation/enable_agent_paths : bool = true
Property Value
debug/shapes/navigation/enable_agent_paths_xray
If enabled, displays navigation agent paths through geometry when an agent has debug enabled.
var debug/shapes/navigation/enable_agent_paths_xray : bool = true
Property Value
debug/shapes/navigation/enable_edge_connections
If enabled, displays edge connections between navigation regions when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/enable_edge_connections : bool = true
Property Value
debug/shapes/navigation/enable_edge_connections_xray
If enabled, displays edge connections between navigation regions through geometry when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/enable_edge_connections_xray : bool = true
Property Value
debug/shapes/navigation/enable_edge_lines
If enabled, displays navigation mesh polygon edges when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/enable_edge_lines : bool = true
Property Value
debug/shapes/navigation/enable_edge_lines_xray
If enabled, displays navigation mesh polygon edges through geometry when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/enable_edge_lines_xray : bool = true
Property Value
debug/shapes/navigation/enable_geometry_face_random_color
If enabled, colorizes each navigation mesh polygon face with a random color when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/enable_geometry_face_random_color : bool = true
Property Value
debug/shapes/navigation/enable_link_connections
If enabled, displays navigation link connections when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/enable_link_connections : bool = true
Property Value
debug/shapes/navigation/enable_link_connections_xray
If enabled, displays navigation link connections through geometry when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/enable_link_connections_xray : bool = true
Property Value
debug/shapes/navigation/geometry_edge_color
Color to display enabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/geometry_edge_color : Color = Color(0.5, 1, 1, 1)
Property Value
debug/shapes/navigation/geometry_edge_disabled_color
Color to display disabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/geometry_edge_disabled_color : Color = Color(0.5, 0.5, 0.5, 1)
Property Value
debug/shapes/navigation/geometry_face_color
Color to display enabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/geometry_face_color : Color = Color(0.5, 1, 1, 0.4)
Property Value
debug/shapes/navigation/geometry_face_disabled_color
Color to display disabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/geometry_face_disabled_color : Color = Color(0.5, 0.5, 0.5, 0.4)
Property Value
debug/shapes/navigation/link_connection_color
Color to use to display navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/link_connection_color : Color = Color(1, 0.5, 1, 1)
Property Value
debug/shapes/navigation/link_connection_disabled_color
Color to use to display disabled navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu.
var debug/shapes/navigation/link_connection_disabled_color : Color = Color(0.5, 0.5, 0.5, 1)
Property Value
debug/shapes/paths/geometry_color
Color of the curve path geometry, visible when "Visible Paths" is enabled in the Debug menu.
var debug/shapes/paths/geometry_color : Color = Color(0.1, 1, 0.7, 0.4)
Property Value
debug/shapes/paths/geometry_width
Line width of the curve path geometry, visible when "Visible Paths" is enabled in the Debug menu.
var debug/shapes/paths/geometry_width : float = 2.0
Property Value
display/display_server/driver
Sets the driver to be used by the display server. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
var display/display_server/driver : String
Property Value
display/display_server/driver.android
Android override for display/display_server/driver.
var display/display_server/driver.android : String
Property Value
display/display_server/driver.ios
iOS override for display/display_server/driver.
var display/display_server/driver.ios : String
Property Value
display/display_server/driver.linuxbsd
LinuxBSD override for display/display_server/driver.
var display/display_server/driver.linuxbsd : String
Property Value
display/display_server/driver.macos
MacOS override for display/display_server/driver.
var display/display_server/driver.macos : String
Property Value
display/display_server/driver.windows
Windows override for display/display_server/driver.
var display/display_server/driver.windows : String
Property Value
display/mouse_cursor/custom_image
Custom image for the mouse cursor (limited to 256×256).
var display/mouse_cursor/custom_image : String = ""
Property Value
display/mouse_cursor/custom_image_hotspot
Hotspot for the custom mouse cursor image.
var display/mouse_cursor/custom_image_hotspot : Vector2 = Vector2(0, 0)
Property Value
display/mouse_cursor/tooltip_position_offset
Position offset for tooltips, relative to the mouse cursor's hotspot.
var display/mouse_cursor/tooltip_position_offset : Vector2 = Vector2(10, 10)
Property Value
display/window/dpi/allow_hidpi
If true
, allows HiDPI display on Windows, macOS, Android, iOS and Web. If false
, the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to multiple resolutions instead of disabling this setting.
Note: This setting has no effect on Linux as DPI-awareness fallbacks are not supported there.
var display/window/dpi/allow_hidpi : bool = true
Property Value
display/window/energy_saving/keep_screen_on
If true
, keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
var display/window/energy_saving/keep_screen_on : bool = true
Property Value
display/window/frame_pacing/android/enable_frame_pacing
Enable Swappy for stable frame pacing on Android. Highly recommended.
Note: This option will be forced off when using OpenXR.
var display/window/frame_pacing/android/enable_frame_pacing : bool = true
Property Value
display/window/frame_pacing/android/swappy_mode
Swappy mode to use. The options are:
pipeline_forced_on: Try to honor max_fps. Pipelining is always on. This is the same behavior as Desktop PC.
auto_fps_pipeline_forced_on: Autocalculate max fps. Actual max_fps will be between 0 and max_fps. While this sounds convenient, beware that Swappy will often downgrade max fps until it finds something that can be met and sustained. That means if your game runs between 40fps and 60fps on a 60hz screen, after some time Swappy will downgrade max fps so that the game renders at perfect 30fps.
auto_fps_auto_pipeline: Same as auto_fps_pipeline_forced_on, but if Swappy detects that rendering is very fast (e.g. it takes < 8ms to render on a 60hz screen) Swappy will disable pipelining to minimize input latency. This is the default.
Note: If max_fps is 0, actual max_fps will considered as to be the screen's refresh rate (often 60hz, 90hz or 120hz depending on device model and OS settings).
var display/window/frame_pacing/android/swappy_mode : int = 2
Property Value
display/window/handheld/orientation
The default screen orientation to use on mobile devices. See ScreenOrientation for possible values.
Note: When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set display/window/size/viewport_width and display/window/size/viewport_height accordingly.
var display/window/handheld/orientation : int = 0
Property Value
display/window/ios/allow_high_refresh_rate
If true
, iOS devices that support high refresh rate/"ProMotion" will be allowed to render at up to 120 frames per second.
var display/window/ios/allow_high_refresh_rate : bool = true
Property Value
display/window/ios/hide_home_indicator
If true
, the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
var display/window/ios/hide_home_indicator : bool = true
Property Value
display/window/ios/hide_status_bar
If true
, the status bar is hidden while the app is running.
var display/window/ios/hide_status_bar : bool = true
Property Value
display/window/ios/suppress_ui_gesture
If true
, it will require two swipes to access iOS UI that uses gestures.
Note: This setting has no effect on the home indicator if hide_home_indicator
is true
.
var display/window/ios/suppress_ui_gesture : bool = true
Property Value
display/window/per_pixel_transparency/allowed
If true
, allows per-pixel transparency for the window background. This affects performance, so leave it on false
unless you need it. See also display/window/size/transparent and rendering/viewport/transparent_background.
var display/window/per_pixel_transparency/allowed : bool = false
Property Value
display/window/size/always_on_top
Forces the main window to be always on top.
Note: This setting is ignored on iOS, Android, and Web.
var display/window/size/always_on_top : bool = false
Property Value
display/window/size/borderless
Forces the main window to be borderless.
Note: This setting is ignored on iOS, Android, and Web.
var display/window/size/borderless : bool = false
Property Value
display/window/size/extend_to_title
Main window content is expanded to the full size of the window. Unlike a borderless window, the frame is left intact and can be used to resize the window, and the title bar is transparent, but has minimize/maximize/close buttons.
Note: This setting is implemented only on macOS.
var display/window/size/extend_to_title : bool = false
Property Value
display/window/size/initial_position
Main window initial position (in virtual desktop coordinates), this setting is used only if display/window/size/initial_position_type is set to "Absolute" (0
).
Note: This setting only affects the exported project, or when the project is run from the command line. In the editor, the value of run/window_placement/rect_custom_position is used instead.
var display/window/size/initial_position : Vector2i = Vector2i(0, 0)
Property Value
display/window/size/initial_position_type
Main window initial position.
0
- "Absolute", display/window/size/initial_position is used to set window position.
1
- "Primary Screen Center".
2
- "Other Screen Center", display/window/size/initial_screen is used to set the screen.
Note: This setting only affects the exported project, or when the project is run from the command line. In the editor, the value of run/window_placement/rect is used instead.
var display/window/size/initial_position_type : int = 1
Property Value
display/window/size/initial_screen
Main window initial screen, this setting is used only if display/window/size/initial_position_type is set to "Other Screen Center" (2
).
Note: This setting only affects the exported project, or when the project is run from the command line. In the editor, the value of run/window_placement/screen is used instead.
var display/window/size/initial_screen : int = 0
Property Value
display/window/size/mode
Main window mode. See WindowMode for possible values and how each mode behaves.
Note: Game embedding is available only in the "Windowed" mode.
var display/window/size/mode : int = 0
Property Value
display/window/size/no_focus
Main window can't be focused. No-focus window will ignore all input, except mouse clicks.
var display/window/size/no_focus : bool = false
Property Value
display/window/size/resizable
If true
, allows the window to be resizable by default.
Note: This property is only read when the project starts. To change whether the window is resizable at runtime, set unresizable instead on the root Window, which can be retrieved using get_viewport().get_window()
. unresizable takes the opposite value of this setting.
Note: Certain window managers can be configured to ignore the non-resizable status of a window. Do not rely on this setting as a guarantee that the window will never be resizable.
Note: This setting is ignored on iOS.
var display/window/size/resizable : bool = true
Property Value
display/window/size/sharp_corners
If true
, the main window uses sharp corners by default.
Note: This property is implemented only on Windows (11).
var display/window/size/sharp_corners : bool = false
Property Value
display/window/size/transparent
If true
, enables a window manager hint that the main window background can be transparent. This does not make the background actually transparent. For the background to be transparent, the root viewport must also be made transparent by enabling rendering/viewport/transparent_background.
Note: To use a transparent splash screen, set application/boot_splash/bg_color to Color(0, 0, 0, 0)
.
Note: This setting has no effect if display/window/per_pixel_transparency/allowed is set to false
.
var display/window/size/transparent : bool = false
Property Value
display/window/size/viewport_height
Sets the game's main viewport height. On desktop platforms, this is also the initial window height, represented by an indigo-colored rectangle in the 2D editor. Stretch mode settings also use this as a reference when using the canvas_items
or viewport
stretch modes. See also display/window/size/viewport_width, display/window/size/window_width_override and display/window/size/window_height_override.
var display/window/size/viewport_height : int = 648
Property Value
display/window/size/viewport_width
Sets the game's main viewport width. On desktop platforms, this is also the initial window width, represented by an indigo-colored rectangle in the 2D editor. Stretch mode settings also use this as a reference when using the canvas_items
or viewport
stretch modes. See also display/window/size/viewport_height, display/window/size/window_width_override and display/window/size/window_height_override.
var display/window/size/viewport_width : int = 1152
Property Value
display/window/size/window_height_override
On desktop platforms, overrides the game's initial window height. See also display/window/size/window_width_override, display/window/size/viewport_width and display/window/size/viewport_height.
Note: By default, or when set to 0
, the initial window height is the display/window/size/viewport_height. This setting is ignored on iOS, Android, and Web.
var display/window/size/window_height_override : int = 0
Property Value
display/window/size/window_width_override
On desktop platforms, overrides the game's initial window width. See also display/window/size/window_height_override, display/window/size/viewport_width and display/window/size/viewport_height.
Note: By default, or when set to 0
, the initial window width is the display/window/size/viewport_width. This setting is ignored on iOS, Android, and Web.
var display/window/size/window_width_override : int = 0
Property Value
display/window/stretch/aspect
var display/window/stretch/aspect : String = "keep"
Property Value
display/window/stretch/mode
Defines how the base size is stretched to fit the resolution of the window or screen.
"disabled": No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, display/window/stretch/aspect has no effect. Recommended for non-game applications.
"canvas_items": The base size specified in width and height in the project settings is stretched to cover the whole screen (taking display/window/stretch/aspect into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts. Recommended for most games that don't use a pixel art aesthetic, although it is possible to use this stretch mode for pixel art games too (especially in 3D).
"viewport": The size of the root Viewport is set precisely to the base size specified in the Project Settings' Display section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking display/window/stretch/aspect into account). Recommended for games that use a pixel art aesthetic.
var display/window/stretch/mode : String = "disabled"
Property Value
display/window/stretch/scale
The scale factor multiplier to use for 2D elements. This multiplies the final scale factor determined by display/window/stretch/mode. If using the Disabled stretch mode, this scale factor is applied as-is. This can be adjusted to make the UI easier to read on certain displays.
var display/window/stretch/scale : float = 1.0
Property Value
display/window/stretch/scale_mode
The policy to use to determine the final scale factor for 2D elements. This affects how display/window/stretch/scale is applied, in addition to the automatic scale factor determined by display/window/stretch/mode.
"fractional": The scale factor will not be modified.
"integer": The scale factor will be floored to an integer value, which means that the screen size will always be an integer multiple of the base viewport size. This provides a crisp pixel art appearance.
Note: When using integer scaling with a stretch mode, resizing the window to be smaller than the base viewport size will clip the contents. Consider preventing that by setting min_size to the same value as the base viewport size defined in display/window/size/viewport_width and display/window/size/viewport_height.
var display/window/stretch/scale_mode : String = "fractional"
Property Value
display/window/subwindows/embed_subwindows
If true
, subwindows are embedded in the main window (this is also called single-window mode). 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.
If false
, subwindows are created as separate windows (this is also called multi-window mode). This allows them to be moved outside the main window and use native operating system window decorations.
This is equivalent to interface/editor/single_window_mode in the editor, except the setting's value is inverted.
var display/window/subwindows/embed_subwindows : bool = true
Property Value
display/window/vsync/vsync_mode
Sets the V-Sync mode for the main game window. The editor's own V-Sync mode can be set using interface/editor/vsync_mode.
See VSyncMode for possible values and how they affect the behavior of your application.
Depending on the platform and rendering method, the engine will fall back to Enabled if the desired mode is not supported.
V-Sync can be disabled on the command line using the --disable-vsync
command line argument.
Note: The Adaptive and Mailbox V-Sync modes are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
Note: This property is only read when the project starts. To change the V-Sync mode at runtime, call DisplayServer.window_set_vsync_mode instead.
var display/window/vsync/vsync_mode : int = 1
Property Value
dotnet/project/assembly_name
Name of the .NET assembly. This name is used as the name of the .csproj
and .sln
files. By default, it's set to the name of the project (application/config/name) allowing to change it in the future without affecting the .NET assembly.
var dotnet/project/assembly_name : String = ""
Property Value
dotnet/project/assembly_reload_attempts
Number of times to attempt assembly reloading after rebuilding .NET assemblies. Effectively also the timeout in seconds to wait for unloading of script assemblies to finish.
var dotnet/project/assembly_reload_attempts : int = 3
Property Value
dotnet/project/solution_directory
Directory that contains the .sln
file. By default, the .sln
files is in the root of the project directory, next to the project.godot
and .csproj
files.
Changing this value allows setting up a multi-project scenario where there are multiple .csproj
. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the project.godot
and .csproj
next to each other.
var dotnet/project/solution_directory : String = ""
Property Value
editor/export/convert_text_resources_to_binary
If true
, text resource (tres
) and text scene (tscn
) files are converted to their corresponding binary format on export. This decreases file sizes and speeds up loading slightly.
Note: Because a resource's file extension may change in an exported project, it is heavily recommended to use @GDScript.load or ResourceLoader instead of FileAccess to load resources dynamically.
Note: The project settings file (project.godot
) will always be converted to binary on export, regardless of this setting.
var editor/export/convert_text_resources_to_binary : bool = true
Property Value
editor/import/atlas_max_width
The maximum width to use when importing textures as an atlas. The value will be rounded to the nearest power of two when used. Use this to prevent imported textures from growing too large in the other direction.
var editor/import/atlas_max_width : int = 2048
Property Value
editor/import/reimport_missing_imported_files
var editor/import/reimport_missing_imported_files : bool = true
Property Value
editor/import/use_multiple_threads
If true
importing of resources is run on multiple threads.
var editor/import/use_multiple_threads : bool = true
Property Value
editor/movie_writer/disable_vsync
If true
, requests V-Sync to be disabled when writing a movie (similar to setting display/window/vsync/vsync_mode to Disabled). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate.
Note: editor/movie_writer/disable_vsync has no effect if the operating system or graphics driver forces V-Sync with no way for applications to disable it.
var editor/movie_writer/disable_vsync : bool = false
Property Value
editor/movie_writer/fps
The number of frames per second to record in the video when writing a movie. Simulation speed will adjust to always match the specified framerate, which means the engine will appear to run slower at higher editor/movie_writer/fps values. Certain FPS values will require you to adjust editor/movie_writer/mix_rate to prevent audio from desynchronizing over time.
This can be specified manually on the command line using the --fixed-fps <fps>
command line argument.
var editor/movie_writer/fps : int = 60
Property Value
editor/movie_writer/mix_rate
The audio mix rate to use in the recorded audio when writing a movie (in Hz). This can be different from audio/driver/mix_rate, but this value must be divisible by editor/movie_writer/fps to prevent audio from desynchronizing over time.
var editor/movie_writer/mix_rate : int = 48000
Property Value
editor/movie_writer/mjpeg_quality
The JPEG quality to use when writing a video to an AVI file, between 0.01
and 1.0
(inclusive). Higher quality
values result in better-looking output at the cost of larger file sizes. Recommended quality
values are between 0.75
and 0.9
. Even at quality 1.0
, JPEG compression remains lossy.
Note: This does not affect the audio quality or writing PNG image sequences.
var editor/movie_writer/mjpeg_quality : float = 0.75
Property Value
editor/movie_writer/movie_file
The output path for the movie. The file extension determines the MovieWriter that will be used.
Godot has 2 built-in MovieWriters:
AVI container with MJPEG for video and uncompressed audio (
.avi
file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing editor/movie_writer/mjpeg_quality. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with VideoStreamPlayer. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most.PNG image sequence for video and WAV for audio (
.png
file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as FFmpeg after recording. Transparency is currently not supported, even if the root viewport is set to be transparent.
If you need to encode to a different format or pipe a stream through third-party software, you can extend this MovieWriter class to create your own movie writers.
When using PNG output, the frame number will be appended at the end of the file name. It starts from 0 and is padded with 8 digits to ensure correct sorting and easier processing. For example, if the output path is /tmp/hello.png
, the first two frames will be /tmp/hello00000000.png
and /tmp/hello00000001.png
. The audio will be saved at /tmp/hello.wav
.
var editor/movie_writer/movie_file : String = ""
Property Value
editor/movie_writer/speaker_mode
The speaker mode to use in the recorded audio when writing a movie. See SpeakerMode for possible values.
var editor/movie_writer/speaker_mode : int = 0
Property Value
editor/naming/default_signal_callback_name
The format of the default signal callback name (in the Signal Connection Dialog). The following substitutions are available: {NodeName}
, {nodeName}
, {node_name}
, {SignalName}
, {signalName}
, and {signal_name}
.
var editor/naming/default_signal_callback_name : String = "_on_{node_name}_{signal_name}"
Property Value
editor/naming/default_signal_callback_to_self_name
The format of the default signal callback name when a signal connects to the same node that emits it (in the Signal Connection Dialog). The following substitutions are available: {NodeName}
, {nodeName}
, {node_name}
, {SignalName}
, {signalName}
, and {signal_name}
.
var editor/naming/default_signal_callback_to_self_name : String = "_on_{signal_name}"
Property Value
editor/naming/node_name_casing
When creating node names automatically, set the type of casing to use in this project. This is mostly an editor setting.
var editor/naming/node_name_casing : int = 0
Property Value
editor/naming/node_name_num_separator
What to use to separate node name from number. This is mostly an editor setting.
var editor/naming/node_name_num_separator : int = 0
Property Value
editor/naming/scene_name_casing
When generating scene file names from scene root node, set the type of casing to use in this project. This is mostly an editor setting.
var editor/naming/scene_name_casing : int = 2
Property Value
editor/naming/script_name_casing
When generating script file names from the selected node, set the type of casing to use in this project. This is mostly an editor setting.
var editor/naming/script_name_casing : int = 0
Property Value
editor/run/main_run_args
The command-line arguments to append to Godot's own command line when running the project. This doesn't affect the editor itself.
It is possible to make another executable run Godot by using the %command%
placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed before the placeholder, whereas Godot-specific arguments should be placed after the placeholder.
For example, this can be used to force the project to run on the dedicated GPU in an NVIDIA Optimus system on Linux:
prime-run %command%
var editor/run/main_run_args : String = ""
Property Value
editor/script/search_in_file_extensions
Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. tscn
if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
var editor/script/search_in_file_extensions : PackedStringArray
Property Value
editor/script/templates_search_path
Search path for project-specific script templates. Godot will search for script templates both in the editor-specific path and in this project-specific path.
var editor/script/templates_search_path : String = "res://script_templates"
Property Value
editor/version_control/autoload_on_startup
var editor/version_control/autoload_on_startup : bool = false
Property Value
editor/version_control/plugin_name
var editor/version_control/plugin_name : String = ""
Property Value
filesystem/import/blender/enabled
If true
, Blender 3D scene files with the .blend
extension will be imported by converting them to glTF 2.0.
This requires configuring a path to a Blender executable in the editor settings at filesystem/import/blender/blender_path
. Blender 3.0 or later is required.
var filesystem/import/blender/enabled : bool = true
Property Value
filesystem/import/blender/enabled.android
Override for filesystem/import/blender/enabled on Android where Blender can't easily be accessed from Godot.
var filesystem/import/blender/enabled.android : bool = false
Property Value
filesystem/import/blender/enabled.web
Override for filesystem/import/blender/enabled on the Web where Blender can't easily be accessed from Godot.
var filesystem/import/blender/enabled.web : bool = false
Property Value
filesystem/import/fbx2gltf/enabled
If true
, Autodesk FBX 3D scene files with the .fbx
extension will be imported by converting them to glTF 2.0.
This requires configuring a path to an FBX2glTF executable in the editor settings at filesystem/import/fbx/fbx2gltf_path.
var filesystem/import/fbx2gltf/enabled : bool = true
Property Value
filesystem/import/fbx2gltf/enabled.android
Override for filesystem/import/fbx2gltf/enabled on Android where FBX2glTF can't easily be accessed from Godot.
var filesystem/import/fbx2gltf/enabled.android : bool = false
Property Value
filesystem/import/fbx2gltf/enabled.web
Override for filesystem/import/fbx2gltf/enabled on the Web where FBX2glTF can't easily be accessed from Godot.
var filesystem/import/fbx2gltf/enabled.web : bool = false
Property Value
gui/common/default_scroll_deadzone
Default value for scroll_deadzone, which will be used for all ScrollContainers unless overridden.
var gui/common/default_scroll_deadzone : int = 0
Property Value
gui/common/snap_controls_to_pixels
If true
, snaps Control node vertices to the nearest pixel to ensure they remain crisp even when the camera moves or zooms.
var gui/common/snap_controls_to_pixels : bool = true
Property Value
gui/common/swap_cancel_ok
If true
, swaps Cancel and OK buttons in dialogs on Windows to follow interface conventions. get_swap_cancel_ok can be used to query whether buttons are swapped at run-time.
Note: This doesn't affect native dialogs such as the ones spawned by DisplayServer.dialog_show.
var gui/common/swap_cancel_ok : bool
Property Value
gui/common/text_edit_undo_stack_max_size
Maximum undo/redo history size for TextEdit fields.
var gui/common/text_edit_undo_stack_max_size : int = 1024
Property Value
gui/fonts/dynamic_fonts/use_oversampling
var gui/fonts/dynamic_fonts/use_oversampling : bool = true
Property Value
gui/theme/custom
Path to a custom Theme resource file to use for the project (.theme
or generic .tres
/.res
extension).
var gui/theme/custom : String = ""
Property Value
gui/theme/custom_font
Path to a custom Font resource to use as default for all GUI elements of the project.
var gui/theme/custom_font : String = ""
Property Value
gui/theme/default_font_antialiasing
Font anti-aliasing mode for the default project font. See antialiasing.
Note: This setting does not affect custom Fonts used within the project. Use the Import dock for that instead (see antialiasing).
var gui/theme/default_font_antialiasing : int = 1
Property Value
gui/theme/default_font_generate_mipmaps
If set to true
, the default font will have mipmaps generated. This prevents text from looking grainy when a Control is scaled down, or when a Label3D is viewed from a long distance (if texture_filter is set to a mode that displays mipmaps).
Enabling gui/theme/default_font_generate_mipmaps increases font generation time and memory usage. Only enable this setting if you actually need it.
Note: This setting does not affect custom Fonts used within the project. Use the Import dock for that instead (see generate_mipmaps).
var gui/theme/default_font_generate_mipmaps : bool = false
Property Value
gui/theme/default_font_hinting
Font hinting mode for the default project font. See hinting.
Note: This setting does not affect custom Fonts used within the project. Use the Import dock for that instead (see hinting).
var gui/theme/default_font_hinting : int = 1
Property Value
gui/theme/default_font_multichannel_signed_distance_field
If set to true
, the default font will use multichannel signed distance field (MSDF) for crisp rendering at any size. Since this approach does not rely on rasterizing the font every time its size changes, this allows for resizing the font in real-time without any performance penalty. Text will also not look grainy for Controls that are scaled down (or for Label3Ds viewed from a long distance).
MSDF font rendering can be combined with gui/theme/default_font_generate_mipmaps to further improve font rendering quality when scaled down.
Note: This setting does not affect custom Fonts used within the project. Use the Import dock for that instead (see multichannel_signed_distance_field).
var gui/theme/default_font_multichannel_signed_distance_field : bool = false
Property Value
gui/theme/default_font_subpixel_positioning
Font glyph subpixel positioning mode for the default project font. See subpixel_positioning.
Note: This setting does not affect custom Fonts used within the project. Use the Import dock for that instead (see subpixel_positioning).
var gui/theme/default_font_subpixel_positioning : int = 1
Property Value
gui/theme/default_theme_scale
The default scale factor for Controls, when not overridden by a Theme.
Note: This property is only read when the project starts. To change the default scale at runtime, set fallback_base_scale instead.
var gui/theme/default_theme_scale : float = 1.0
Property Value
gui/theme/lcd_subpixel_layout
LCD subpixel layout used for font anti-aliasing. See FontLCDSubpixelLayout.
var gui/theme/lcd_subpixel_layout : int = 1
Property Value
gui/timers/button_shortcut_feedback_highlight_time
When shortcut_feedback is enabled, this is the time the BaseButton will remain highlighted after a shortcut.
var gui/timers/button_shortcut_feedback_highlight_time : float = 0.2
Property Value
gui/timers/incremental_search_max_interval_msec
var gui/timers/incremental_search_max_interval_msec : int = 2000
Property Value
gui/timers/text_edit_idle_detect_sec
Timer for detecting idle in TextEdit (in seconds).
var gui/timers/text_edit_idle_detect_sec : float = 3
Property Value
gui/timers/tooltip_delay_sec
Default delay for tooltips (in seconds).
var gui/timers/tooltip_delay_sec : float = 0.5
Property Value
gui/timers/tooltip_delay_sec.editor_hint
Delay for tooltips in the editor.
var gui/timers/tooltip_delay_sec.editor_hint : float = 0.5
Property Value
input/ui_accept
Default InputEventAction to confirm a focused button, menu or list item, or validate input.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_accept : Dictionary
Property Value
input/ui_cancel
Default InputEventAction to discard a modal or pending input.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_cancel : Dictionary
Property Value
input/ui_copy
Default InputEventAction to copy a selection to the clipboard.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_copy : Dictionary
Property Value
input/ui_cut
Default InputEventAction to cut a selection to the clipboard.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_cut : Dictionary
Property Value
input/ui_down
Default InputEventAction to move down in the UI.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_down : Dictionary
Property Value
input/ui_end
Default InputEventAction to go to the end position of a Control (e.g. last item in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_END on typical desktop UI systems.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_end : Dictionary
Property Value
input/ui_filedialog_refresh
Default InputEventAction to refresh the contents of the current directory of a FileDialog.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_filedialog_refresh : Dictionary
Property Value
input/ui_filedialog_show_hidden
Default InputEventAction to toggle showing hidden files and directories in a FileDialog.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_filedialog_show_hidden : Dictionary
Property Value
input/ui_filedialog_up_one_level
Default InputEventAction to go up one directory in a FileDialog.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_filedialog_up_one_level : Dictionary
Property Value
input/ui_focus_next
Default InputEventAction to focus the next Control in the scene. The focus behavior can be configured via focus_next.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_focus_next : Dictionary
Property Value
input/ui_focus_prev
Default InputEventAction to focus the previous Control in the scene. The focus behavior can be configured via focus_previous.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_focus_prev : Dictionary
Property Value
input/ui_graph_delete
Default InputEventAction to delete a GraphNode in a GraphEdit.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_graph_delete : Dictionary
Property Value
input/ui_graph_duplicate
Default InputEventAction to duplicate a GraphNode in a GraphEdit.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_graph_duplicate : Dictionary
Property Value
input/ui_home
Default InputEventAction to go to the start position of a Control (e.g. first item in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_HOME on typical desktop UI systems.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_home : Dictionary
Property Value
input/ui_left
Default InputEventAction to move left in the UI.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_left : Dictionary
Property Value
input/ui_menu
Default InputEventAction to open a context menu in a text field.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_menu : Dictionary
Property Value
input/ui_page_down
Default InputEventAction to go down a page in a Control (e.g. in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_PAGEDOWN on typical desktop UI systems.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_page_down : Dictionary
Property Value
input/ui_page_up
Default InputEventAction to go up a page in a Control (e.g. in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_PAGEUP on typical desktop UI systems.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_page_up : Dictionary
Property Value
input/ui_paste
Default InputEventAction to paste from the clipboard.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_paste : Dictionary
Property Value
input/ui_redo
Default InputEventAction to redo an undone action.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_redo : Dictionary
Property Value
input/ui_right
Default InputEventAction to move right in the UI.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_right : Dictionary
Property Value
input/ui_select
Default InputEventAction to select an item in a Control (e.g. in an ItemList or a Tree).
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_select : Dictionary
Property Value
input/ui_swap_input_direction
Default InputEventAction to swap input direction, i.e. change between left-to-right to right-to-left modes. Affects text-editing controls (LineEdit, TextEdit).
var input/ui_swap_input_direction : Dictionary
Property Value
input/ui_text_add_selection_for_next_occurrence
If a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret and selects the next occurrence.
If no selection is currently active with the last caret in text fields, selects the word currently under the caret.
The action can be performed sequentially for all occurrences of the selection of the last caret and for all existing carets.
The viewport is adjusted to the latest newly added caret.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_add_selection_for_next_occurrence : Dictionary
Property Value
input/ui_text_backspace
Default InputEventAction to delete the character before the text cursor.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_backspace : Dictionary
Property Value
input/ui_text_backspace_all_to_left
Default InputEventAction to delete all text before the text cursor.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_backspace_all_to_left : Dictionary
Property Value
input/ui_text_backspace_all_to_left.macos
macOS specific override for the shortcut to delete all text before the text cursor.
var input/ui_text_backspace_all_to_left.macos : Dictionary
Property Value
input/ui_text_backspace_word
Default InputEventAction to delete all characters before the cursor up until a whitespace or punctuation character.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_backspace_word : Dictionary
Property Value
input/ui_text_backspace_word.macos
macOS specific override for the shortcut to delete a word.
var input/ui_text_backspace_word.macos : Dictionary
Property Value
input/ui_text_caret_add_above
Default InputEventAction to add an additional caret above every caret of a text.
var input/ui_text_caret_add_above : Dictionary
Property Value
input/ui_text_caret_add_above.macos
macOS specific override for the shortcut to add a caret above every caret.
var input/ui_text_caret_add_above.macos : Dictionary
Property Value
input/ui_text_caret_add_below
Default InputEventAction to add an additional caret below every caret of a text.
var input/ui_text_caret_add_below : Dictionary
Property Value
input/ui_text_caret_add_below.macos
macOS specific override for the shortcut to add a caret below every caret.
var input/ui_text_caret_add_below.macos : Dictionary
Property Value
input/ui_text_caret_document_end
Default InputEventAction to move the text cursor to the end of the text.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_caret_document_end : Dictionary
Property Value
input/ui_text_caret_document_end.macos
macOS specific override for the shortcut to move the text cursor to the end of the text.
var input/ui_text_caret_document_end.macos : Dictionary
Property Value
input/ui_text_caret_document_start
Default InputEventAction to move the text cursor to the start of the text.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_caret_document_start : Dictionary
Property Value
input/ui_text_caret_document_start.macos
macOS specific override for the shortcut to move the text cursor to the start of the text.
var input/ui_text_caret_document_start.macos : Dictionary
Property Value
input/ui_text_caret_down
Default InputEventAction to move the text cursor down.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_caret_down : Dictionary
Property Value
input/ui_text_caret_left
Default InputEventAction to move the text cursor left.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_caret_left : Dictionary
Property Value
input/ui_text_caret_line_end
Default InputEventAction to move the text cursor to the end of the line.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_caret_line_end : Dictionary
Property Value
input/ui_text_caret_line_end.macos
macOS specific override for the shortcut to move the text cursor to the end of the line.
var input/ui_text_caret_line_end.macos : Dictionary
Property Value
input/ui_text_caret_line_start
Default InputEventAction to move the text cursor to the start of the line.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_caret_line_start : Dictionary
Property Value
input/ui_text_caret_line_start.macos
macOS specific override for the shortcut to move the text cursor to the start of the line.
var input/ui_text_caret_line_start.macos : Dictionary
Property Value
input/ui_text_caret_page_down
Default InputEventAction to move the text cursor down one page.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_caret_page_down : Dictionary
Property Value
input/ui_text_caret_page_up
Default InputEventAction to move the text cursor up one page.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_caret_page_up : Dictionary
Property Value
input/ui_text_caret_right
Default InputEventAction to move the text cursor right.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_caret_right : Dictionary
Property Value
input/ui_text_caret_up
Default InputEventAction to move the text cursor up.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_caret_up : Dictionary
Property Value
input/ui_text_caret_word_left
Default InputEventAction to move the text cursor left to the next whitespace or punctuation.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_caret_word_left : Dictionary
Property Value
input/ui_text_caret_word_left.macos
macOS specific override for the shortcut to move the text cursor back one word.
var input/ui_text_caret_word_left.macos : Dictionary
Property Value
input/ui_text_caret_word_right
Default InputEventAction to move the text cursor right to the next whitespace or punctuation.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_caret_word_right : Dictionary
Property Value
input/ui_text_caret_word_right.macos
macOS specific override for the shortcut to move the text cursor forward one word.
var input/ui_text_caret_word_right.macos : Dictionary
Property Value
input/ui_text_clear_carets_and_selection
If there's only one caret active and with a selection, clears the selection.
In case there's more than one caret active, removes the secondary carets and clears their selections.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_clear_carets_and_selection : Dictionary
Property Value
input/ui_text_completion_accept
Default InputEventAction to accept an autocompletion hint.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_completion_accept : Dictionary
Property Value
input/ui_text_completion_query
Default InputEventAction to request autocompletion.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_completion_query : Dictionary
Property Value
input/ui_text_completion_replace
Default InputEventAction to accept an autocompletion hint, replacing existing text.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_completion_replace : Dictionary
Property Value
input/ui_text_dedent
Default InputEventAction to unindent text.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_dedent : Dictionary
Property Value
input/ui_text_delete
Default InputEventAction to delete the character after the text cursor.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_delete : Dictionary
Property Value
input/ui_text_delete_all_to_right
Default InputEventAction to delete all text after the text cursor.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_delete_all_to_right : Dictionary
Property Value
input/ui_text_delete_all_to_right.macos
macOS specific override for the shortcut to delete all text after the text cursor.
var input/ui_text_delete_all_to_right.macos : Dictionary
Property Value
input/ui_text_delete_word
Default InputEventAction to delete all characters after the cursor up until a whitespace or punctuation character.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_delete_word : Dictionary
Property Value
input/ui_text_delete_word.macos
macOS specific override for the shortcut to delete a word after the text cursor.
var input/ui_text_delete_word.macos : Dictionary
Property Value
input/ui_text_indent
Default InputEventAction to indent the current line.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_indent : Dictionary
Property Value
input/ui_text_newline
Default InputEventAction to insert a new line at the position of the text cursor.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_newline : Dictionary
Property Value
input/ui_text_newline_above
Default InputEventAction to insert a new line before the current one.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_newline_above : Dictionary
Property Value
input/ui_text_newline_blank
Default InputEventAction to insert a new line after the current one.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_newline_blank : Dictionary
Property Value
input/ui_text_scroll_down
Default InputEventAction to scroll down one line of text.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_scroll_down : Dictionary
Property Value
input/ui_text_scroll_down.macos
macOS specific override for the shortcut to scroll down one line.
var input/ui_text_scroll_down.macos : Dictionary
Property Value
input/ui_text_scroll_up
Default InputEventAction to scroll up one line of text.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_scroll_up : Dictionary
Property Value
input/ui_text_scroll_up.macos
macOS specific override for the shortcut to scroll up one line.
var input/ui_text_scroll_up.macos : Dictionary
Property Value
input/ui_text_select_all
Default InputEventAction to select all text.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_select_all : Dictionary
Property Value
input/ui_text_select_word_under_caret
If no selection is currently active, selects the word currently under the caret in text fields. If a selection is currently active, deselects the current selection.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_select_word_under_caret : Dictionary
Property Value
input/ui_text_select_word_under_caret.macos
macOS specific override for the shortcut to select the word currently under the caret.
var input/ui_text_select_word_under_caret.macos : Dictionary
Property Value
input/ui_text_skip_selection_for_next_occurrence
If no selection is currently active with the last caret in text fields, searches for the next occurrence of the word currently under the caret and moves the caret to the next occurrence. The action can be performed sequentially for other occurrences of the word under the last caret.
If a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret, selects the next occurrence then deselects the previous selection and its associated caret. The action can be performed sequentially for other occurrences of the selection of the last caret.
The viewport is adjusted to the latest newly added caret.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_skip_selection_for_next_occurrence : Dictionary
Property Value
input/ui_text_submit
Default InputEventAction to submit a text field.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_submit : Dictionary
Property Value
input/ui_text_toggle_insert_mode
Default InputEventAction to toggle insert mode in a text field. While in insert mode, inserting new text overrides the character after the cursor, unless the next character is a new line.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_text_toggle_insert_mode : Dictionary
Property Value
input/ui_undo
Default InputEventAction to undo the most recent action.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_undo : Dictionary
Property Value
input/ui_unicode_start
Default InputEventAction to start Unicode character hexadecimal code input in a text field.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_unicode_start : Dictionary
Property Value
input/ui_up
Default InputEventAction to move up in the UI.
Note: Default ui_*
actions cannot be removed as they are necessary for the internal logic of several Controls. The events assigned to the action can however be modified.
var input/ui_up : Dictionary
Property Value
input_devices/buffering/agile_event_flushing
If true
, key/touch/joystick events will be flushed just before every idle and physics frame.
If false
, such events will be flushed only once per process frame, between iterations of the engine.
Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per visible (process) frame, because they can't run at the target frame rate.
Note: Currently implemented only on Android.
var input_devices/buffering/agile_event_flushing : bool = false
Property Value
input_devices/compatibility/legacy_just_pressed_behavior
If true
, Input.is_action_just_pressed and Input.is_action_just_released will only return true
if the action is still in the respective state, i.e. an action that is pressed and released on the same frame will be missed.
If false
, no input will be lost.
Note: You should in nearly all cases prefer the false
setting. The legacy behavior is to enable supporting old projects that rely on the old logic, without changes to script.
var input_devices/compatibility/legacy_just_pressed_behavior : bool = false
Property Value
input_devices/pen_tablet/driver
Specifies the tablet driver to use. If left empty, the default driver will be used.
Note: The driver in use can be overridden at runtime via the --tablet-driver
command line argument.
Note: Use DisplayServer.tablet_set_current_driver to switch tablet driver in runtime.
var input_devices/pen_tablet/driver : String
Property Value
input_devices/pen_tablet/driver.windows
Override for input_devices/pen_tablet/driver on Windows. Supported values are:
auto
(default), useswintab
if Windows Ink is disabled in the Wacom Tablet Properties or system settings,winink
otherwise.winink
, uses Windows native "Windows Ink" driver.wintab
, uses Wacom "WinTab" driver.dummy
, tablet input is disabled.
var input_devices/pen_tablet/driver.windows : String
Property Value
input_devices/pointing/android/enable_long_press_as_right_click
If true
, long press events on an Android touchscreen are transformed into right click events.
var input_devices/pointing/android/enable_long_press_as_right_click : bool = false
Property Value
input_devices/pointing/android/enable_pan_and_scale_gestures
If true
, multi-touch pan and scale gestures are enabled on Android devices.
var input_devices/pointing/android/enable_pan_and_scale_gestures : bool = false
Property Value
input_devices/pointing/android/rotary_input_scroll_axis
On Wear OS devices, defines which axis of the mouse wheel rotary input is mapped to. This rotary input is usually performed by rotating the physical or virtual (touch-based) bezel on a smartwatch.
var input_devices/pointing/android/rotary_input_scroll_axis : int = 1
Property Value
input_devices/pointing/emulate_mouse_from_touch
If true
, sends mouse input events when tapping or swiping on the touchscreen.
var input_devices/pointing/emulate_mouse_from_touch : bool = true
Property Value
input_devices/pointing/emulate_touch_from_mouse
If true
, sends touch input events when clicking or dragging the mouse.
var input_devices/pointing/emulate_touch_from_mouse : bool = false
Property Value
input_devices/sensors/enable_accelerometer
If true
, the accelerometer sensor is enabled and get_accelerometer returns valid data.
var input_devices/sensors/enable_accelerometer : bool = false
Property Value
input_devices/sensors/enable_gravity
If true
, the gravity sensor is enabled and get_gravity returns valid data.
var input_devices/sensors/enable_gravity : bool = false
Property Value
input_devices/sensors/enable_gyroscope
If true
, the gyroscope sensor is enabled and get_gyroscope returns valid data.
var input_devices/sensors/enable_gyroscope : bool = false
Property Value
input_devices/sensors/enable_magnetometer
If true
, the magnetometer sensor is enabled and get_magnetometer returns valid data.
var input_devices/sensors/enable_magnetometer : bool = false
Property Value
internationalization/locale/fallback
The locale to fall back to if a translation isn't available in a given language. If left empty, en
(English) will be used.
Note: Not to be confused with TextServerFallback.
var internationalization/locale/fallback : String = "en"
Property Value
internationalization/locale/include_text_server_data
If true
, text server break iteration rule sets, dictionaries and other optional data are included in the exported project.
Note: "ICU / HarfBuzz / Graphite" text server data includes dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line breaking rules. Data is about 4 MB large.
Note: TextServerFallback does not use additional data.
var internationalization/locale/include_text_server_data : bool = false
Property Value
internationalization/locale/test
If non-empty, this locale will be used instead of the automatically detected system locale.
Note: This setting also applies to the exported project. To only affect testing within the editor, override this setting with an editor
feature tag for localization testing purposes.
var internationalization/locale/test : String = ""
Property Value
internationalization/pseudolocalization/double_vowels
Double vowels in strings during pseudolocalization to simulate the lengthening of text due to localization.
var internationalization/pseudolocalization/double_vowels : bool = false
Property Value
internationalization/pseudolocalization/expansion_ratio
The expansion ratio to use during pseudolocalization. A value of 0.3
is sufficient for most practical purposes, and will increase the length of each string by 30%.
var internationalization/pseudolocalization/expansion_ratio : float = 0.0
Property Value
internationalization/pseudolocalization/fake_bidi
If true
, emulate bidirectional (right-to-left) text when pseudolocalization is enabled. This can be used to spot issues with RTL layout and UI mirroring that will crop up if the project is localized to RTL languages such as Arabic or Hebrew. See also internationalization/rendering/force_right_to_left_layout_direction.
var internationalization/pseudolocalization/fake_bidi : bool = false
Property Value
internationalization/pseudolocalization/override
Replace all characters in the string with *
. Useful for finding non-localizable strings.
var internationalization/pseudolocalization/override : bool = false
Property Value
internationalization/pseudolocalization/prefix
Prefix that will be prepended to the pseudolocalized string.
var internationalization/pseudolocalization/prefix : String = "["
Property Value
internationalization/pseudolocalization/replace_with_accents
Replace all characters with their accented variants during pseudolocalization.
var internationalization/pseudolocalization/replace_with_accents : bool = true
Property Value
internationalization/pseudolocalization/skip_placeholders
Skip placeholders for string formatting like %s
or %f
during pseudolocalization. Useful to identify strings which need additional control characters to display correctly.
var internationalization/pseudolocalization/skip_placeholders : bool = true
Property Value
internationalization/pseudolocalization/suffix
Suffix that will be appended to the pseudolocalized string.
var internationalization/pseudolocalization/suffix : String = "]"
Property Value
internationalization/pseudolocalization/use_pseudolocalization
If true
, enables pseudolocalization for the project. This can be used to spot untranslatable strings or layout issues that may occur once the project is localized to languages that have longer strings than the source language.
Note: This property is only read when the project starts. To toggle pseudolocalization at run-time, use pseudolocalization_enabled instead.
var internationalization/pseudolocalization/use_pseudolocalization : bool = false
Property Value
internationalization/rendering/force_right_to_left_layout_direction
Force layout direction and text writing direction to RTL for all controls, even if the current locale is intended to use a left-to-right layout and text writing direction. This should be enabled for testing purposes only. See also internationalization/pseudolocalization/fake_bidi.
var internationalization/rendering/force_right_to_left_layout_direction : bool = false
Property Value
internationalization/rendering/root_node_auto_translate
If true
, root node will use Node.AUTO_TRANSLATE_MODE_ALWAYS, otherwise Node.AUTO_TRANSLATE_MODE_DISABLED will be used.
Note: This property is only read when the project starts. To change the auto translate mode at runtime, set auto_translate_mode of root instead.
var internationalization/rendering/root_node_auto_translate : bool = true
Property Value
internationalization/rendering/root_node_layout_direction
Root node default layout direction.
var internationalization/rendering/root_node_layout_direction : int = 0
Property Value
internationalization/rendering/text_driver
Specifies the TextServer to use. If left empty, the default will be used.
"ICU / HarfBuzz / Graphite" (TextServerAdvanced) is the most advanced text driver, supporting right-to-left typesetting and complex scripts (for languages like Arabic, Hebrew, etc.). The "Fallback" text driver (TextServerFallback) does not support right-to-left typesetting and complex scripts.
Note: The driver in use can be overridden at runtime via the --text-driver
command line argument.
Note: There is an additional Dummy
text driver available, which disables all text rendering and font-related functionality. This driver is not listed in the project settings, but it can be enabled when running the editor or project using the --text-driver Dummy
command line argument.
var internationalization/rendering/text_driver : String = ""
Property Value
layer_names/2d_navigation/layer_1
Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1".
var layer_names/2d_navigation/layer_1 : String = ""
Property Value
layer_names/2d_navigation/layer_2
Optional name for the 2D navigation layer 2. If left empty, the layer will display as "Layer 2".
var layer_names/2d_navigation/layer_2 : String = ""
Property Value
layer_names/2d_navigation/layer_3
Optional name for the 2D navigation layer 3. If left empty, the layer will display as "Layer 3".
var layer_names/2d_navigation/layer_3 : String = ""
Property Value
layer_names/2d_navigation/layer_4
Optional name for the 2D navigation layer 4. If left empty, the layer will display as "Layer 4".
var layer_names/2d_navigation/layer_4 : String = ""
Property Value
layer_names/2d_navigation/layer_5
Optional name for the 2D navigation layer 5. If left empty, the layer will display as "Layer 5".
var layer_names/2d_navigation/layer_5 : String = ""
Property Value
layer_names/2d_navigation/layer_6
Optional name for the 2D navigation layer 6. If left empty, the layer will display as "Layer 6".
var layer_names/2d_navigation/layer_6 : String = ""
Property Value
layer_names/2d_navigation/layer_7
Optional name for the 2D navigation layer 7. If left empty, the layer will display as "Layer 7".
var layer_names/2d_navigation/layer_7 : String = ""
Property Value
layer_names/2d_navigation/layer_8
Optional name for the 2D navigation layer 8. If left empty, the layer will display as "Layer 8".
var layer_names/2d_navigation/layer_8 : String = ""
Property Value
layer_names/2d_navigation/layer_9
Optional name for the 2D navigation layer 9. If left empty, the layer will display as "Layer 9".
var layer_names/2d_navigation/layer_9 : String = ""
Property Value
layer_names/2d_navigation/layer_10
Optional name for the 2D navigation layer 10. If left empty, the layer will display as "Layer 10".
var layer_names/2d_navigation/layer_10 : String = ""
Property Value
layer_names/2d_navigation/layer_11
Optional name for the 2D navigation layer 11. If left empty, the layer will display as "Layer 11".
var layer_names/2d_navigation/layer_11 : String = ""
Property Value
layer_names/2d_navigation/layer_12
Optional name for the 2D navigation layer 12. If left empty, the layer will display as "Layer 12".
var layer_names/2d_navigation/layer_12 : String = ""
Property Value
layer_names/2d_navigation/layer_13
Optional name for the 2D navigation layer 13. If left empty, the layer will display as "Layer 13".
var layer_names/2d_navigation/layer_13 : String = ""
Property Value
layer_names/2d_navigation/layer_14
Optional name for the 2D navigation layer 14. If left empty, the layer will display as "Layer 14".
var layer_names/2d_navigation/layer_14 : String = ""
Property Value
layer_names/2d_navigation/layer_15
Optional name for the 2D navigation layer 15. If left empty, the layer will display as "Layer 15".
var layer_names/2d_navigation/layer_15 : String = ""
Property Value
layer_names/2d_navigation/layer_16
Optional name for the 2D navigation layer 16. If left empty, the layer will display as "Layer 16".
var layer_names/2d_navigation/layer_16 : String = ""
Property Value
layer_names/2d_navigation/layer_17
Optional name for the 2D navigation layer 17. If left empty, the layer will display as "Layer 17".
var layer_names/2d_navigation/layer_17 : String = ""
Property Value
layer_names/2d_navigation/layer_18
Optional name for the 2D navigation layer 18. If left empty, the layer will display as "Layer 18".
var layer_names/2d_navigation/layer_18 : String = ""
Property Value
layer_names/2d_navigation/layer_19
Optional name for the 2D navigation layer 19. If left empty, the layer will display as "Layer 19".
var layer_names/2d_navigation/layer_19 : String = ""
Property Value
layer_names/2d_navigation/layer_20
Optional name for the 2D navigation layer 20. If left empty, the layer will display as "Layer 20".
var layer_names/2d_navigation/layer_20 : String = ""
Property Value
layer_names/2d_navigation/layer_21
Optional name for the 2D navigation layer 21. If left empty, the layer will display as "Layer 21".
var layer_names/2d_navigation/layer_21 : String = ""
Property Value
layer_names/2d_navigation/layer_22
Optional name for the 2D navigation layer 22. If left empty, the layer will display as "Layer 22".
var layer_names/2d_navigation/layer_22 : String = ""
Property Value
layer_names/2d_navigation/layer_23
Optional name for the 2D navigation layer 23. If left empty, the layer will display as "Layer 23".
var layer_names/2d_navigation/layer_23 : String = ""
Property Value
layer_names/2d_navigation/layer_24
Optional name for the 2D navigation layer 24. If left empty, the layer will display as "Layer 24".
var layer_names/2d_navigation/layer_24 : String = ""
Property Value
layer_names/2d_navigation/layer_25
Optional name for the 2D navigation layer 25. If left empty, the layer will display as "Layer 25".
var layer_names/2d_navigation/layer_25 : String = ""
Property Value
layer_names/2d_navigation/layer_26
Optional name for the 2D navigation layer 26. If left empty, the layer will display as "Layer 26".
var layer_names/2d_navigation/layer_26 : String = ""
Property Value
layer_names/2d_navigation/layer_27
Optional name for the 2D navigation layer 27. If left empty, the layer will display as "Layer 27".
var layer_names/2d_navigation/layer_27 : String = ""
Property Value
layer_names/2d_navigation/layer_28
Optional name for the 2D navigation layer 28. If left empty, the layer will display as "Layer 28".
var layer_names/2d_navigation/layer_28 : String = ""
Property Value
layer_names/2d_navigation/layer_29
Optional name for the 2D navigation layer 29. If left empty, the layer will display as "Layer 29".
var layer_names/2d_navigation/layer_29 : String = ""
Property Value
layer_names/2d_navigation/layer_30
Optional name for the 2D navigation layer 30. If left empty, the layer will display as "Layer 30".
var layer_names/2d_navigation/layer_30 : String = ""
Property Value
layer_names/2d_navigation/layer_31
Optional name for the 2D navigation layer 31. If left empty, the layer will display as "Layer 31".
var layer_names/2d_navigation/layer_31 : String = ""
Property Value
layer_names/2d_navigation/layer_32
Optional name for the 2D navigation layer 32. If left empty, the layer will display as "Layer 32".
var layer_names/2d_navigation/layer_32 : String = ""
Property Value
layer_names/2d_physics/layer_1
Optional name for the 2D physics layer 1. If left empty, the layer will display as "Layer 1".
var layer_names/2d_physics/layer_1 : String = ""
Property Value
layer_names/2d_physics/layer_2
Optional name for the 2D physics layer 2. If left empty, the layer will display as "Layer 2".
var layer_names/2d_physics/layer_2 : String = ""
Property Value
layer_names/2d_physics/layer_3
Optional name for the 2D physics layer 3. If left empty, the layer will display as "Layer 3".
var layer_names/2d_physics/layer_3 : String = ""
Property Value
layer_names/2d_physics/layer_4
Optional name for the 2D physics layer 4. If left empty, the layer will display as "Layer 4".
var layer_names/2d_physics/layer_4 : String = ""
Property Value
layer_names/2d_physics/layer_5
Optional name for the 2D physics layer 5. If left empty, the layer will display as "Layer 5".
var layer_names/2d_physics/layer_5 : String = ""
Property Value
layer_names/2d_physics/layer_6
Optional name for the 2D physics layer 6. If left empty, the layer will display as "Layer 6".
var layer_names/2d_physics/layer_6 : String = ""
Property Value
layer_names/2d_physics/layer_7
Optional name for the 2D physics layer 7. If left empty, the layer will display as "Layer 7".
var layer_names/2d_physics/layer_7 : String = ""
Property Value
layer_names/2d_physics/layer_8
Optional name for the 2D physics layer 8. If left empty, the layer will display as "Layer 8".
var layer_names/2d_physics/layer_8 : String = ""
Property Value
layer_names/2d_physics/layer_9
Optional name for the 2D physics layer 9. If left empty, the layer will display as "Layer 9".
var layer_names/2d_physics/layer_9 : String = ""
Property Value
layer_names/2d_physics/layer_10
Optional name for the 2D physics layer 10. If left empty, the layer will display as "Layer 10".
var layer_names/2d_physics/layer_10 : String = ""
Property Value
layer_names/2d_physics/layer_11
Optional name for the 2D physics layer 11. If left empty, the layer will display as "Layer 11".
var layer_names/2d_physics/layer_11 : String = ""
Property Value
layer_names/2d_physics/layer_12
Optional name for the 2D physics layer 12. If left empty, the layer will display as "Layer 12".
var layer_names/2d_physics/layer_12 : String = ""
Property Value
layer_names/2d_physics/layer_13
Optional name for the 2D physics layer 13. If left empty, the layer will display as "Layer 13".
var layer_names/2d_physics/layer_13 : String = ""
Property Value
layer_names/2d_physics/layer_14
Optional name for the 2D physics layer 14. If left empty, the layer will display as "Layer 14".
var layer_names/2d_physics/layer_14 : String = ""
Property Value
layer_names/2d_physics/layer_15
Optional name for the 2D physics layer 15. If left empty, the layer will display as "Layer 15".
var layer_names/2d_physics/layer_15 : String = ""
Property Value
layer_names/2d_physics/layer_16
Optional name for the 2D physics layer 16. If left empty, the layer will display as "Layer 16".
var layer_names/2d_physics/layer_16 : String = ""
Property Value
layer_names/2d_physics/layer_17
Optional name for the 2D physics layer 17. If left empty, the layer will display as "Layer 17".
var layer_names/2d_physics/layer_17 : String = ""
Property Value
layer_names/2d_physics/layer_18
Optional name for the 2D physics layer 18. If left empty, the layer will display as "Layer 18".
var layer_names/2d_physics/layer_18 : String = ""
Property Value
layer_names/2d_physics/layer_19
Optional name for the 2D physics layer 19. If left empty, the layer will display as "Layer 19".
var layer_names/2d_physics/layer_19 : String = ""
Property Value
layer_names/2d_physics/layer_20
Optional name for the 2D physics layer 20. If left empty, the layer will display as "Layer 20".
var layer_names/2d_physics/layer_20 : String = ""
Property Value
layer_names/2d_physics/layer_21
Optional name for the 2D physics layer 21. If left empty, the layer will display as "Layer 21".
var layer_names/2d_physics/layer_21 : String = ""
Property Value
layer_names/2d_physics/layer_22
Optional name for the 2D physics layer 22. If left empty, the layer will display as "Layer 22".
var layer_names/2d_physics/layer_22 : String = ""
Property Value
layer_names/2d_physics/layer_23
Optional name for the 2D physics layer 23. If left empty, the layer will display as "Layer 23".
var layer_names/2d_physics/layer_23 : String = ""
Property Value
layer_names/2d_physics/layer_24
Optional name for the 2D physics layer 24. If left empty, the layer will display as "Layer 24".
var layer_names/2d_physics/layer_24 : String = ""
Property Value
layer_names/2d_physics/layer_25
Optional name for the 2D physics layer 25. If left empty, the layer will display as "Layer 25".
var layer_names/2d_physics/layer_25 : String = ""
Property Value
layer_names/2d_physics/layer_26
Optional name for the 2D physics layer 26. If left empty, the layer will display as "Layer 26".
var layer_names/2d_physics/layer_26 : String = ""
Property Value
layer_names/2d_physics/layer_27
Optional name for the 2D physics layer 27. If left empty, the layer will display as "Layer 27".
var layer_names/2d_physics/layer_27 : String = ""
Property Value
layer_names/2d_physics/layer_28
Optional name for the 2D physics layer 28. If left empty, the layer will display as "Layer 28".
var layer_names/2d_physics/layer_28 : String = ""
Property Value
layer_names/2d_physics/layer_29
Optional name for the 2D physics layer 29. If left empty, the layer will display as "Layer 29".
var layer_names/2d_physics/layer_29 : String = ""
Property Value
layer_names/2d_physics/layer_30
Optional name for the 2D physics layer 30. If left empty, the layer will display as "Layer 30".
var layer_names/2d_physics/layer_30 : String = ""
Property Value
layer_names/2d_physics/layer_31
Optional name for the 2D physics layer 31. If left empty, the layer will display as "Layer 31".
var layer_names/2d_physics/layer_31 : String = ""
Property Value
layer_names/2d_physics/layer_32
Optional name for the 2D physics layer 32. If left empty, the layer will display as "Layer 32".
var layer_names/2d_physics/layer_32 : String = ""
Property Value
layer_names/2d_render/layer_1
Optional name for the 2D render layer 1. If left empty, the layer will display as "Layer 1".
var layer_names/2d_render/layer_1 : String = ""
Property Value
layer_names/2d_render/layer_2
Optional name for the 2D render layer 2. If left empty, the layer will display as "Layer 2".
var layer_names/2d_render/layer_2 : String = ""
Property Value
layer_names/2d_render/layer_3
Optional name for the 2D render layer 3. If left empty, the layer will display as "Layer 3".
var layer_names/2d_render/layer_3 : String = ""
Property Value
layer_names/2d_render/layer_4
Optional name for the 2D render layer 4. If left empty, the layer will display as "Layer 4".
var layer_names/2d_render/layer_4 : String = ""
Property Value
layer_names/2d_render/layer_5
Optional name for the 2D render layer 5. If left empty, the layer will display as "Layer 5".
var layer_names/2d_render/layer_5 : String = ""
Property Value
layer_names/2d_render/layer_6
Optional name for the 2D render layer 6. If left empty, the layer will display as "Layer 6".
var layer_names/2d_render/layer_6 : String = ""
Property Value
layer_names/2d_render/layer_7
Optional name for the 2D render layer 7. If left empty, the layer will display as "Layer 7".
var layer_names/2d_render/layer_7 : String = ""
Property Value
layer_names/2d_render/layer_8
Optional name for the 2D render layer 8. If left empty, the layer will display as "Layer 8".
var layer_names/2d_render/layer_8 : String = ""
Property Value
layer_names/2d_render/layer_9
Optional name for the 2D render layer 9. If left empty, the layer will display as "Layer 9".
var layer_names/2d_render/layer_9 : String = ""
Property Value
layer_names/2d_render/layer_10
Optional name for the 2D render layer 10. If left empty, the layer will display as "Layer 10".
var layer_names/2d_render/layer_10 : String = ""
Property Value
layer_names/2d_render/layer_11
Optional name for the 2D render layer 11. If left empty, the layer will display as "Layer 11".
var layer_names/2d_render/layer_11 : String = ""
Property Value
layer_names/2d_render/layer_12
Optional name for the 2D render layer 12. If left empty, the layer will display as "Layer 12".
var layer_names/2d_render/layer_12 : String = ""
Property Value
layer_names/2d_render/layer_13
Optional name for the 2D render layer 13. If left empty, the layer will display as "Layer 13".
var layer_names/2d_render/layer_13 : String = ""
Property Value
layer_names/2d_render/layer_14
Optional name for the 2D render layer 14. If left empty, the layer will display as "Layer 14".
var layer_names/2d_render/layer_14 : String = ""
Property Value
layer_names/2d_render/layer_15
Optional name for the 2D render layer 15. If left empty, the layer will display as "Layer 15".
var layer_names/2d_render/layer_15 : String = ""
Property Value
layer_names/2d_render/layer_16
Optional name for the 2D render layer 16. If left empty, the layer will display as "Layer 16".
var layer_names/2d_render/layer_16 : String = ""
Property Value
layer_names/2d_render/layer_17
Optional name for the 2D render layer 17. If left empty, the layer will display as "Layer 17".
var layer_names/2d_render/layer_17 : String = ""
Property Value
layer_names/2d_render/layer_18
Optional name for the 2D render layer 18. If left empty, the layer will display as "Layer 18".
var layer_names/2d_render/layer_18 : String = ""
Property Value
layer_names/2d_render/layer_19
Optional name for the 2D render layer 19. If left empty, the layer will display as "Layer 19".
var layer_names/2d_render/layer_19 : String = ""
Property Value
layer_names/2d_render/layer_20
Optional name for the 2D render layer 20. If left empty, the layer will display as "Layer 20".
var layer_names/2d_render/layer_20 : String = ""
Property Value
layer_names/3d_navigation/layer_1
Optional name for the 3D navigation layer 1. If left empty, the layer will display as "Layer 1".
var layer_names/3d_navigation/layer_1 : String = ""
Property Value
layer_names/3d_navigation/layer_2
Optional name for the 3D navigation layer 2. If left empty, the layer will display as "Layer 2".
var layer_names/3d_navigation/layer_2 : String = ""
Property Value
layer_names/3d_navigation/layer_3
Optional name for the 3D navigation layer 3. If left empty, the layer will display as "Layer 3".
var layer_names/3d_navigation/layer_3 : String = ""
Property Value
layer_names/3d_navigation/layer_4
Optional name for the 3D navigation layer 4. If left empty, the layer will display as "Layer 4".
var layer_names/3d_navigation/layer_4 : String = ""
Property Value
layer_names/3d_navigation/layer_5
Optional name for the 3D navigation layer 5. If left empty, the layer will display as "Layer 5".
var layer_names/3d_navigation/layer_5 : String = ""
Property Value
layer_names/3d_navigation/layer_6
Optional name for the 3D navigation layer 6. If left empty, the layer will display as "Layer 6".
var layer_names/3d_navigation/layer_6 : String = ""
Property Value
layer_names/3d_navigation/layer_7
Optional name for the 3D navigation layer 7. If left empty, the layer will display as "Layer 7".
var layer_names/3d_navigation/layer_7 : String = ""
Property Value
layer_names/3d_navigation/layer_8
Optional name for the 3D navigation layer 8. If left empty, the layer will display as "Layer 8".
var layer_names/3d_navigation/layer_8 : String = ""
Property Value
layer_names/3d_navigation/layer_9
Optional name for the 3D navigation layer 9. If left empty, the layer will display as "Layer 9".
var layer_names/3d_navigation/layer_9 : String = ""
Property Value
layer_names/3d_navigation/layer_10
Optional name for the 3D navigation layer 10. If left empty, the layer will display as "Layer 10".
var layer_names/3d_navigation/layer_10 : String = ""
Property Value
layer_names/3d_navigation/layer_11
Optional name for the 3D navigation layer 11. If left empty, the layer will display as "Layer 11".
var layer_names/3d_navigation/layer_11 : String = ""
Property Value
layer_names/3d_navigation/layer_12
Optional name for the 3D navigation layer 12. If left empty, the layer will display as "Layer 12".
var layer_names/3d_navigation/layer_12 : String = ""
Property Value
layer_names/3d_navigation/layer_13
Optional name for the 3D navigation layer 13. If left empty, the layer will display as "Layer 13".
var layer_names/3d_navigation/layer_13 : String = ""
Property Value
layer_names/3d_navigation/layer_14
Optional name for the 3D navigation layer 14. If left empty, the layer will display as "Layer 14".
var layer_names/3d_navigation/layer_14 : String = ""
Property Value
layer_names/3d_navigation/layer_15
Optional name for the 3D navigation layer 15. If left empty, the layer will display as "Layer 15".
var layer_names/3d_navigation/layer_15 : String = ""
Property Value
layer_names/3d_navigation/layer_16
Optional name for the 3D navigation layer 16. If left empty, the layer will display as "Layer 16".
var layer_names/3d_navigation/layer_16 : String = ""
Property Value
layer_names/3d_navigation/layer_17
Optional name for the 3D navigation layer 17. If left empty, the layer will display as "Layer 17".
var layer_names/3d_navigation/layer_17 : String = ""
Property Value
layer_names/3d_navigation/layer_18
Optional name for the 3D navigation layer 18. If left empty, the layer will display as "Layer 18".
var layer_names/3d_navigation/layer_18 : String = ""
Property Value
layer_names/3d_navigation/layer_19
Optional name for the 3D navigation layer 19. If left empty, the layer will display as "Layer 19".
var layer_names/3d_navigation/layer_19 : String = ""
Property Value
layer_names/3d_navigation/layer_20
Optional name for the 3D navigation layer 20. If left empty, the layer will display as "Layer 20".
var layer_names/3d_navigation/layer_20 : String = ""
Property Value
layer_names/3d_navigation/layer_21
Optional name for the 3D navigation layer 21. If left empty, the layer will display as "Layer 21".
var layer_names/3d_navigation/layer_21 : String = ""
Property Value
layer_names/3d_navigation/layer_22
Optional name for the 3D navigation layer 22. If left empty, the layer will display as "Layer 22".
var layer_names/3d_navigation/layer_22 : String = ""
Property Value
layer_names/3d_navigation/layer_23
Optional name for the 3D navigation layer 23. If left empty, the layer will display as "Layer 23".
var layer_names/3d_navigation/layer_23 : String = ""
Property Value
layer_names/3d_navigation/layer_24
Optional name for the 3D navigation layer 24. If left empty, the layer will display as "Layer 24".
var layer_names/3d_navigation/layer_24 : String = ""
Property Value
layer_names/3d_navigation/layer_25
Optional name for the 3D navigation layer 25. If left empty, the layer will display as "Layer 25".
var layer_names/3d_navigation/layer_25 : String = ""
Property Value
layer_names/3d_navigation/layer_26
Optional name for the 3D navigation layer 26. If left empty, the layer will display as "Layer 26".
var layer_names/3d_navigation/layer_26 : String = ""
Property Value
layer_names/3d_navigation/layer_27
Optional name for the 3D navigation layer 27. If left empty, the layer will display as "Layer 27".
var layer_names/3d_navigation/layer_27 : String = ""
Property Value
layer_names/3d_navigation/layer_28
Optional name for the 3D navigation layer 28. If left empty, the layer will display as "Layer 28".
var layer_names/3d_navigation/layer_28 : String = ""
Property Value
layer_names/3d_navigation/layer_29
Optional name for the 3D navigation layer 29. If left empty, the layer will display as "Layer 29".
var layer_names/3d_navigation/layer_29 : String = ""
Property Value
layer_names/3d_navigation/layer_30
Optional name for the 3D navigation layer 30. If left empty, the layer will display as "Layer 30".
var layer_names/3d_navigation/layer_30 : String = ""
Property Value
layer_names/3d_navigation/layer_31
Optional name for the 3D navigation layer 31. If left empty, the layer will display as "Layer 31".
var layer_names/3d_navigation/layer_31 : String = ""
Property Value
layer_names/3d_navigation/layer_32
Optional name for the 3D navigation layer 32. If left empty, the layer will display as "Layer 32".
var layer_names/3d_navigation/layer_32 : String = ""
Property Value
layer_names/3d_physics/layer_1
Optional name for the 3D physics layer 1. If left empty, the layer will display as "Layer 1".
var layer_names/3d_physics/layer_1 : String = ""
Property Value
layer_names/3d_physics/layer_2
Optional name for the 3D physics layer 2. If left empty, the layer will display as "Layer 2".
var layer_names/3d_physics/layer_2 : String = ""
Property Value
layer_names/3d_physics/layer_3
Optional name for the 3D physics layer 3. If left empty, the layer will display as "Layer 3".
var layer_names/3d_physics/layer_3 : String = ""
Property Value
layer_names/3d_physics/layer_4
Optional name for the 3D physics layer 4. If left empty, the layer will display as "Layer 4".
var layer_names/3d_physics/layer_4 : String = ""
Property Value
layer_names/3d_physics/layer_5
Optional name for the 3D physics layer 5. If left empty, the layer will display as "Layer 5".
var layer_names/3d_physics/layer_5 : String = ""
Property Value
layer_names/3d_physics/layer_6
Optional name for the 3D physics layer 6. If left empty, the layer will display as "Layer 6".
var layer_names/3d_physics/layer_6 : String = ""
Property Value
layer_names/3d_physics/layer_7
Optional name for the 3D physics layer 7. If left empty, the layer will display as "Layer 7".
var layer_names/3d_physics/layer_7 : String = ""
Property Value
layer_names/3d_physics/layer_8
Optional name for the 3D physics layer 8. If left empty, the layer will display as "Layer 8".
var layer_names/3d_physics/layer_8 : String = ""
Property Value
layer_names/3d_physics/layer_9
Optional name for the 3D physics layer 9. If left empty, the layer will display as "Layer 9".
var layer_names/3d_physics/layer_9 : String = ""
Property Value
layer_names/3d_physics/layer_10
Optional name for the 3D physics layer 10. If left empty, the layer will display as "Layer 10".
var layer_names/3d_physics/layer_10 : String = ""
Property Value
layer_names/3d_physics/layer_11
Optional name for the 3D physics layer 11. If left empty, the layer will display as "Layer 11".
var layer_names/3d_physics/layer_11 : String = ""
Property Value
layer_names/3d_physics/layer_12
Optional name for the 3D physics layer 12. If left empty, the layer will display as "Layer 12".
var layer_names/3d_physics/layer_12 : String = ""
Property Value
layer_names/3d_physics/layer_13
Optional name for the 3D physics layer 13. If left empty, the layer will display as "Layer 13".
var layer_names/3d_physics/layer_13 : String = ""
Property Value
layer_names/3d_physics/layer_14
Optional name for the 3D physics layer 14. If left empty, the layer will display as "Layer 14".
var layer_names/3d_physics/layer_14 : String = ""
Property Value
layer_names/3d_physics/layer_15
Optional name for the 3D physics layer 15. If left empty, the layer will display as "Layer 15".
var layer_names/3d_physics/layer_15 : String = ""
Property Value
layer_names/3d_physics/layer_16
Optional name for the 3D physics layer 16. If left empty, the layer will display as "Layer 16".
var layer_names/3d_physics/layer_16 : String = ""
Property Value
layer_names/3d_physics/layer_17
Optional name for the 3D physics layer 17. If left empty, the layer will display as "Layer 17".
var layer_names/3d_physics/layer_17 : String = ""
Property Value
layer_names/3d_physics/layer_18
Optional name for the 3D physics layer 18. If left empty, the layer will display as "Layer 18".
var layer_names/3d_physics/layer_18 : String = ""
Property Value
layer_names/3d_physics/layer_19
Optional name for the 3D physics layer 19. If left empty, the layer will display as "Layer 19".
var layer_names/3d_physics/layer_19 : String = ""
Property Value
layer_names/3d_physics/layer_20
Optional name for the 3D physics layer 20. If left empty, the layer will display as "Layer 20".
var layer_names/3d_physics/layer_20 : String = ""
Property Value
layer_names/3d_physics/layer_21
Optional name for the 3D physics layer 21. If left empty, the layer will display as "Layer 21".
var layer_names/3d_physics/layer_21 : String = ""
Property Value
layer_names/3d_physics/layer_22
Optional name for the 3D physics layer 22. If left empty, the layer will display as "Layer 22".
var layer_names/3d_physics/layer_22 : String = ""
Property Value
layer_names/3d_physics/layer_23
Optional name for the 3D physics layer 23. If left empty, the layer will display as "Layer 23".
var layer_names/3d_physics/layer_23 : String = ""
Property Value
layer_names/3d_physics/layer_24
Optional name for the 3D physics layer 24. If left empty, the layer will display as "Layer 24".
var layer_names/3d_physics/layer_24 : String = ""
Property Value
layer_names/3d_physics/layer_25
Optional name for the 3D physics layer 25. If left empty, the layer will display as "Layer 25".
var layer_names/3d_physics/layer_25 : String = ""
Property Value
layer_names/3d_physics/layer_26
Optional name for the 3D physics layer 26. If left empty, the layer will display as "Layer 26".
var layer_names/3d_physics/layer_26 : String = ""
Property Value
layer_names/3d_physics/layer_27
Optional name for the 3D physics layer 27. If left empty, the layer will display as "Layer 27".
var layer_names/3d_physics/layer_27 : String = ""
Property Value
layer_names/3d_physics/layer_28
Optional name for the 3D physics layer 28. If left empty, the layer will display as "Layer 28".
var layer_names/3d_physics/layer_28 : String = ""
Property Value
layer_names/3d_physics/layer_29
Optional name for the 3D physics layer 29. If left empty, the layer will display as "Layer 29".
var layer_names/3d_physics/layer_29 : String = ""
Property Value
layer_names/3d_physics/layer_30
Optional name for the 3D physics layer 30. If left empty, the layer will display as "Layer 30".
var layer_names/3d_physics/layer_30 : String = ""
Property Value
layer_names/3d_physics/layer_31
Optional name for the 3D physics layer 31. If left empty, the layer will display as "Layer 31".
var layer_names/3d_physics/layer_31 : String = ""
Property Value
layer_names/3d_physics/layer_32
Optional name for the 3D physics layer 32. If left empty, the layer will display as "Layer 32".
var layer_names/3d_physics/layer_32 : String = ""
Property Value
layer_names/3d_render/layer_1
Optional name for the 3D render layer 1. If left empty, the layer will display as "Layer 1".
var layer_names/3d_render/layer_1 : String = ""
Property Value
layer_names/3d_render/layer_2
Optional name for the 3D render layer 2. If left empty, the layer will display as "Layer 2".
var layer_names/3d_render/layer_2 : String = ""
Property Value
layer_names/3d_render/layer_3
Optional name for the 3D render layer 3. If left empty, the layer will display as "Layer 3".
var layer_names/3d_render/layer_3 : String = ""
Property Value
layer_names/3d_render/layer_4
Optional name for the 3D render layer 4. If left empty, the layer will display as "Layer 4".
var layer_names/3d_render/layer_4 : String = ""
Property Value
layer_names/3d_render/layer_5
Optional name for the 3D render layer 5. If left empty, the layer will display as "Layer 5".
var layer_names/3d_render/layer_5 : String = ""
Property Value
layer_names/3d_render/layer_6
Optional name for the 3D render layer 6. If left empty, the layer will display as "Layer 6".
var layer_names/3d_render/layer_6 : String = ""
Property Value
layer_names/3d_render/layer_7
Optional name for the 3D render layer 7. If left empty, the layer will display as "Layer 7".
var layer_names/3d_render/layer_7 : String = ""
Property Value
layer_names/3d_render/layer_8
Optional name for the 3D render layer 8. If left empty, the layer will display as "Layer 8".
var layer_names/3d_render/layer_8 : String = ""
Property Value
layer_names/3d_render/layer_9
Optional name for the 3D render layer 9. If left empty, the layer will display as "Layer 9".
var layer_names/3d_render/layer_9 : String = ""
Property Value
layer_names/3d_render/layer_10
Optional name for the 3D render layer 10. If left empty, the layer will display as "Layer 10".
var layer_names/3d_render/layer_10 : String = ""
Property Value
layer_names/3d_render/layer_11
Optional name for the 3D render layer 11. If left empty, the layer will display as "Layer 11".
var layer_names/3d_render/layer_11 : String = ""
Property Value
layer_names/3d_render/layer_12
Optional name for the 3D render layer 12. If left empty, the layer will display as "Layer 12".
var layer_names/3d_render/layer_12 : String = ""
Property Value
layer_names/3d_render/layer_13
Optional name for the 3D render layer 13. If left empty, the layer will display as "Layer 13".
var layer_names/3d_render/layer_13 : String = ""
Property Value
layer_names/3d_render/layer_14
Optional name for the 3D render layer 14. If left empty, the layer will display as "Layer 14".
var layer_names/3d_render/layer_14 : String = ""
Property Value
layer_names/3d_render/layer_15
Optional name for the 3D render layer 15. If left empty, the layer will display as "Layer 15".
var layer_names/3d_render/layer_15 : String = ""
Property Value
layer_names/3d_render/layer_16
Optional name for the 3D render layer 16. If left empty, the layer will display as "Layer 16".
var layer_names/3d_render/layer_16 : String = ""
Property Value
layer_names/3d_render/layer_17
Optional name for the 3D render layer 17. If left empty, the layer will display as "Layer 17".
var layer_names/3d_render/layer_17 : String = ""
Property Value
layer_names/3d_render/layer_18
Optional name for the 3D render layer 18. If left empty, the layer will display as "Layer 18".
var layer_names/3d_render/layer_18 : String = ""
Property Value
layer_names/3d_render/layer_19
Optional name for the 3D render layer 19. If left empty, the layer will display as "Layer 19".
var layer_names/3d_render/layer_19 : String = ""
Property Value
layer_names/3d_render/layer_20
Optional name for the 3D render layer 20. If left empty, the layer will display as "Layer 20".
var layer_names/3d_render/layer_20 : String = ""
Property Value
layer_names/avoidance/layer_1
Optional name for the navigation avoidance layer 1. If left empty, the layer will display as "Layer 1".
var layer_names/avoidance/layer_1 : String = ""
Property Value
layer_names/avoidance/layer_2
Optional name for the navigation avoidance layer 2. If left empty, the layer will display as "Layer 2".
var layer_names/avoidance/layer_2 : String = ""
Property Value
layer_names/avoidance/layer_3
Optional name for the navigation avoidance layer 3. If left empty, the layer will display as "Layer 3".
var layer_names/avoidance/layer_3 : String = ""
Property Value
layer_names/avoidance/layer_4
Optional name for the navigation avoidance layer 4. If left empty, the layer will display as "Layer 4".
var layer_names/avoidance/layer_4 : String = ""
Property Value
layer_names/avoidance/layer_5
Optional name for the navigation avoidance layer 5. If left empty, the layer will display as "Layer 5".
var layer_names/avoidance/layer_5 : String = ""
Property Value
layer_names/avoidance/layer_6
Optional name for the navigation avoidance layer 6. If left empty, the layer will display as "Layer 6".
var layer_names/avoidance/layer_6 : String = ""
Property Value
layer_names/avoidance/layer_7
Optional name for the navigation avoidance layer 7. If left empty, the layer will display as "Layer 7".
var layer_names/avoidance/layer_7 : String = ""
Property Value
layer_names/avoidance/layer_8
Optional name for the navigation avoidance layer 8. If left empty, the layer will display as "Layer 8".
var layer_names/avoidance/layer_8 : String = ""
Property Value
layer_names/avoidance/layer_9
Optional name for the navigation avoidance layer 9. If left empty, the layer will display as "Layer 9".
var layer_names/avoidance/layer_9 : String = ""
Property Value
layer_names/avoidance/layer_10
Optional name for the navigation avoidance layer 10. If left empty, the layer will display as "Layer 10".
var layer_names/avoidance/layer_10 : String = ""
Property Value
layer_names/avoidance/layer_11
Optional name for the navigation avoidance layer 11. If left empty, the layer will display as "Layer 11".
var layer_names/avoidance/layer_11 : String = ""
Property Value
layer_names/avoidance/layer_12
Optional name for the navigation avoidance layer 12. If left empty, the layer will display as "Layer 12".
var layer_names/avoidance/layer_12 : String = ""
Property Value
layer_names/avoidance/layer_13
Optional name for the navigation avoidance layer 13. If left empty, the layer will display as "Layer 13".
var layer_names/avoidance/layer_13 : String = ""
Property Value
layer_names/avoidance/layer_14
Optional name for the navigation avoidance layer 14. If left empty, the layer will display as "Layer 14".
var layer_names/avoidance/layer_14 : String = ""
Property Value
layer_names/avoidance/layer_15
Optional name for the navigation avoidance layer 15. If left empty, the layer will display as "Layer 15".
var layer_names/avoidance/layer_15 : String = ""
Property Value
layer_names/avoidance/layer_16
Optional name for the navigation avoidance layer 16. If left empty, the layer will display as "Layer 16".
var layer_names/avoidance/layer_16 : String = ""
Property Value
layer_names/avoidance/layer_17
Optional name for the navigation avoidance layer 17. If left empty, the layer will display as "Layer 17".
var layer_names/avoidance/layer_17 : String = ""
Property Value
layer_names/avoidance/layer_18
Optional name for the navigation avoidance layer 18. If left empty, the layer will display as "Layer 18".
var layer_names/avoidance/layer_18 : String = ""
Property Value
layer_names/avoidance/layer_19
Optional name for the navigation avoidance layer 19. If left empty, the layer will display as "Layer 19".
var layer_names/avoidance/layer_19 : String = ""
Property Value
layer_names/avoidance/layer_20
Optional name for the navigation avoidance layer 20. If left empty, the layer will display as "Layer 20".
var layer_names/avoidance/layer_20 : String = ""
Property Value
layer_names/avoidance/layer_21
Optional name for the navigation avoidance layer 21. If left empty, the layer will display as "Layer 21".
var layer_names/avoidance/layer_21 : String = ""
Property Value
layer_names/avoidance/layer_22
Optional name for the navigation avoidance layer 22. If left empty, the layer will display as "Layer 22".
var layer_names/avoidance/layer_22 : String = ""
Property Value
layer_names/avoidance/layer_23
Optional name for the navigation avoidance layer 23. If left empty, the layer will display as "Layer 23".
var layer_names/avoidance/layer_23 : String = ""
Property Value
layer_names/avoidance/layer_24
Optional name for the navigation avoidance layer 24. If left empty, the layer will display as "Layer 24".
var layer_names/avoidance/layer_24 : String = ""
Property Value
layer_names/avoidance/layer_25
Optional name for the navigation avoidance layer 25. If left empty, the layer will display as "Layer 25".
var layer_names/avoidance/layer_25 : String = ""
Property Value
layer_names/avoidance/layer_26
Optional name for the navigation avoidance layer 26. If left empty, the layer will display as "Layer 26".
var layer_names/avoidance/layer_26 : String = ""
Property Value
layer_names/avoidance/layer_27
Optional name for the navigation avoidance layer 27. If left empty, the layer will display as "Layer 27".
var layer_names/avoidance/layer_27 : String = ""
Property Value
layer_names/avoidance/layer_28
Optional name for the navigation avoidance layer 28. If left empty, the layer will display as "Layer 28".
var layer_names/avoidance/layer_28 : String = ""
Property Value
layer_names/avoidance/layer_29
Optional name for the navigation avoidance layer 29. If left empty, the layer will display as "Layer 29".
var layer_names/avoidance/layer_29 : String = ""
Property Value
layer_names/avoidance/layer_30
Optional name for the navigation avoidance layer 30. If left empty, the layer will display as "Layer 30".
var layer_names/avoidance/layer_30 : String = ""
Property Value
layer_names/avoidance/layer_31
Optional name for the navigation avoidance layer 31. If left empty, the layer will display as "Layer 31".
var layer_names/avoidance/layer_31 : String = ""
Property Value
layer_names/avoidance/layer_32
Optional name for the navigation avoidance layer 32. If left empty, the layer will display as "Layer 32".
var layer_names/avoidance/layer_32 : String = ""
Property Value
memory/limits/message_queue/max_size_mb
Godot uses a message queue to defer some function calls. If you run out of space on it (you will see an error), you can increase the size here.
var memory/limits/message_queue/max_size_mb : int = 32
Property Value
navigation/2d/default_cell_size
Default cell size for 2D navigation maps. See NavigationServer2D.map_set_cell_size.
var navigation/2d/default_cell_size : float = 1.0
Property Value
navigation/2d/default_edge_connection_margin
Default edge connection margin for 2D navigation maps. See NavigationServer2D.map_set_edge_connection_margin.
var navigation/2d/default_edge_connection_margin : float = 1.0
Property Value
navigation/2d/default_link_connection_radius
Default link connection radius for 2D navigation maps. See NavigationServer2D.map_set_link_connection_radius.
var navigation/2d/default_link_connection_radius : float = 4.0
Property Value
navigation/2d/use_edge_connections
If enabled 2D navigation regions will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin. This setting only affects World2D default navigation maps.
var navigation/2d/use_edge_connections : bool = true
Property Value
navigation/3d/default_cell_height
Default cell height for 3D navigation maps. See NavigationServer3D.map_set_cell_height.
var navigation/3d/default_cell_height : float = 0.25
Property Value
navigation/3d/default_cell_size
Default cell size for 3D navigation maps. See NavigationServer3D.map_set_cell_size.
var navigation/3d/default_cell_size : float = 0.25
Property Value
navigation/3d/default_edge_connection_margin
Default edge connection margin for 3D navigation maps. See NavigationServer3D.map_set_edge_connection_margin.
var navigation/3d/default_edge_connection_margin : float = 0.25
Property Value
navigation/3d/default_link_connection_radius
Default link connection radius for 3D navigation maps. See NavigationServer3D.map_set_link_connection_radius.
var navigation/3d/default_link_connection_radius : float = 1.0
Property Value
navigation/3d/default_up
Default up orientation for 3D navigation maps. See NavigationServer3D.map_set_up.
var navigation/3d/default_up : Vector3 = Vector3(0, 1, 0)
Property Value
navigation/3d/merge_rasterizer_cell_scale
Default merge rasterizer cell scale for 3D navigation maps. See NavigationServer3D.map_set_merge_rasterizer_cell_scale.
var navigation/3d/merge_rasterizer_cell_scale : float = 1.0
Property Value
navigation/3d/use_edge_connections
If enabled 3D navigation regions will use edge connections to connect with other navigation regions within proximity of the navigation map edge connection margin. This setting only affects World3D default navigation maps.
var navigation/3d/use_edge_connections : bool = true
Property Value
navigation/avoidance/thread_model/avoidance_use_high_priority_threads
If enabled and avoidance calculations use multiple threads the threads run with high priority.
var navigation/avoidance/thread_model/avoidance_use_high_priority_threads : bool = true
Property Value
navigation/avoidance/thread_model/avoidance_use_multiple_threads
If enabled the avoidance calculations use multiple threads.
var navigation/avoidance/thread_model/avoidance_use_multiple_threads : bool = true
Property Value
navigation/baking/thread_model/baking_use_high_priority_threads
If enabled and async navmesh baking uses multiple threads the threads run with high priority.
var navigation/baking/thread_model/baking_use_high_priority_threads : bool = true
Property Value
navigation/baking/thread_model/baking_use_multiple_threads
If enabled the async navmesh baking uses multiple threads.
var navigation/baking/thread_model/baking_use_multiple_threads : bool = true
Property Value
navigation/baking/use_crash_prevention_checks
If enabled, and baking would potentially lead to an engine crash, the baking will be interrupted and an error message with explanation will be raised.
var navigation/baking/use_crash_prevention_checks : bool = true
Property Value
navigation/pathfinding/max_threads
Maximum number of threads that can run pathfinding queries simultaneously on the same pathfinding graph, for example the same navigation map. Additional threads increase memory consumption and synchronization time due to the need for extra data copies prepared for each thread. A value of -1
means unlimited and the maximum available OS processor count is used. Defaults to 1
when the OS does not support threads.
var navigation/pathfinding/max_threads : int = 4
Property Value
navigation/world/map_use_async_iterations
If enabled, navigation map synchronization uses an async process that runs on a background thread. This avoids stalling the main thread but adds an additional delay to any navigation map change.
var navigation/world/map_use_async_iterations : bool = true
Property Value
network/limits/debugger/max_chars_per_second
Maximum number of characters allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
var network/limits/debugger/max_chars_per_second : int = 32768
Property Value
network/limits/debugger/max_errors_per_second
Maximum number of errors allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
var network/limits/debugger/max_errors_per_second : int = 400
Property Value
network/limits/debugger/max_queued_messages
Maximum number of messages in the debugger queue. Over this value, content is dropped. This helps to limit the debugger memory usage.
var network/limits/debugger/max_queued_messages : int = 2048
Property Value
network/limits/debugger/max_warnings_per_second
Maximum number of warnings allowed to be sent from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
var network/limits/debugger/max_warnings_per_second : int = 400
Property Value
network/limits/packet_peer_stream/max_buffer_po2
Default size of packet peer stream for deserializing Godot data (in bytes, specified as a power of two). The default value 16
is equal to 65,536 bytes. Over this size, data is dropped.
var network/limits/packet_peer_stream/max_buffer_po2 : int = 16
Property Value
network/limits/tcp/connect_timeout_seconds
Timeout (in seconds) for connection attempts using TCP.
var network/limits/tcp/connect_timeout_seconds : int = 30
Property Value
network/limits/webrtc/max_channel_in_buffer_kb
Maximum size (in kiB) for the WebRTCDataChannel input buffer.
var network/limits/webrtc/max_channel_in_buffer_kb : int = 64
Property Value
network/tls/certificate_bundle_override
The CA certificates bundle to use for TLS connections. If this is set to a non-empty value, this will override Godot's default Mozilla certificate bundle. If left empty, the default certificate bundle will be used.
If in doubt, leave this setting empty.
var network/tls/certificate_bundle_override : String = ""
Property Value
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 = true
Property Value
physics/2d/default_angular_damp
The default rotational motion damping in 2D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present.
Suggested values are in the range 0
to 30
. At value 0
objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate (physics/common/physics_ticks_per_second) will bring the object to a stop in one iteration.
Note: Godot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies.
During each physics tick, Godot will multiply the linear velocity of RigidBodies by 1.0 - combined_damp / physics_ticks_per_second
. By default, bodies combine damp factors: combined_damp
is the sum of the damp value of the body and this value or the area's value the body is in. See DampMode.
Warning: Godot's damping calculations are simulation tick rate dependent. Changing physics/common/physics_ticks_per_second may significantly change the outcomes and feel of your simulation. This is true for the entire range of damping values greater than 0. To get back to a similar feel, you also need to change your damp values. This needed change is not proportional and differs from case to case.
var physics/2d/default_angular_damp : float = 1.0
Property Value
physics/2d/default_gravity
The default gravity strength in 2D (in pixels per second squared).
Note: This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
var physics/2d/default_gravity : float = 980.0
Property Value
physics/2d/default_gravity_vector
The default gravity direction in 2D.
Note: This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
var physics/2d/default_gravity_vector : Vector2 = Vector2(0, 1)
Property Value
physics/2d/default_linear_damp
The default linear motion damping in 2D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present.
Suggested values are in the range 0
to 30
. At value 0
objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate (physics/common/physics_ticks_per_second) will bring the object to a stop in one iteration.
Note: Godot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies.
During each physics tick, Godot will multiply the linear velocity of RigidBodies by 1.0 - combined_damp / physics_ticks_per_second
, where combined_damp
is the sum of the linear damp of the body and this value, or the area's value the body is in, assuming the body defaults to combine damp values. See DampMode.
Warning: Godot's damping calculations are simulation tick rate dependent. Changing physics/common/physics_ticks_per_second may significantly change the outcomes and feel of your simulation. This is true for the entire range of damping values greater than 0. To get back to a similar feel, you also need to change your damp values. This needed change is not proportional and differs from case to case.
var physics/2d/default_linear_damp : float = 0.1
Property Value
physics/2d/physics_engine
Sets which physics engine to use for 2D physics.
DEFAULT is currently equivalent to GodotPhysics2D, but may change in future releases. Select an explicit implementation if you want to ensure that your project stays on the same engine.
GodotPhysics2D is Godot's internal 2D physics engine.
Dummy is a 2D physics server that does nothing and returns only dummy values, effectively disabling all 2D physics functionality.
Third-party extensions and modules can add other physics engines to select with this setting.
var physics/2d/physics_engine : String = "DEFAULT"
Property Value
physics/2d/run_on_separate_thread
If true
, the 2D physics server runs on a separate thread, making better use of multi-core CPUs. If false
, the 2D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
var physics/2d/run_on_separate_thread : bool = false
Property Value
physics/2d/sleep_threshold_angular
Threshold angular velocity under which a 2D physics body will be considered inactive. See PhysicsServer2D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD.
var physics/2d/sleep_threshold_angular : float = 0.139626
Property Value
physics/2d/sleep_threshold_linear
Threshold linear velocity under which a 2D physics body will be considered inactive. See PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD.
var physics/2d/sleep_threshold_linear : float = 2.0
Property Value
physics/2d/solver/contact_max_allowed_penetration
Maximum distance a shape can penetrate another shape before it is considered a collision. See PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION.
var physics/2d/solver/contact_max_allowed_penetration : float = 0.3
Property Value
physics/2d/solver/contact_max_separation
Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_SEPARATION.
var physics/2d/solver/contact_max_separation : float = 1.5
Property Value
physics/2d/solver/contact_recycle_radius
Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See PhysicsServer2D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS.
var physics/2d/solver/contact_recycle_radius : float = 1.0
Property Value
physics/2d/solver/default_constraint_bias
Default solver bias for all physics constraints. Defines how much bodies react to enforce constraints. See PhysicsServer2D.SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS.
Individual constraints can have a specific bias value (see bias).
var physics/2d/solver/default_constraint_bias : float = 0.2
Property Value
physics/2d/solver/default_contact_bias
Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See PhysicsServer2D.SPACE_PARAM_CONTACT_DEFAULT_BIAS.
Individual shapes can have a specific bias value (see custom_solver_bias).
var physics/2d/solver/default_contact_bias : float = 0.8
Property Value
physics/2d/solver/solver_iterations
Number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. See PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS.
var physics/2d/solver/solver_iterations : int = 16
Property Value
physics/2d/time_before_sleep
Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP.
var physics/2d/time_before_sleep : float = 0.5
Property Value
physics/3d/default_angular_damp
The default rotational motion damping in 3D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present.
Suggested values are in the range 0
to 30
. At value 0
objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate (physics/common/physics_ticks_per_second) will bring the object to a stop in one iteration.
Note: Godot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies.
During each physics tick, Godot will multiply the angular velocity of RigidBodies by 1.0 - combined_damp / physics_ticks_per_second
. By default, bodies combine damp factors: combined_damp
is the sum of the damp value of the body and this value or the area's value the body is in. See DampMode.
Warning: Godot's damping calculations are simulation tick rate dependent. Changing physics/common/physics_ticks_per_second may significantly change the outcomes and feel of your simulation. This is true for the entire range of damping values greater than 0. To get back to a similar feel, you also need to change your damp values. This needed change is not proportional and differs from case to case.
var physics/3d/default_angular_damp : float = 0.1
Property Value
physics/3d/default_gravity
The default gravity strength in 3D (in meters per second squared).
Note: This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
var physics/3d/default_gravity : float = 9.8
Property Value
physics/3d/default_gravity_vector
The default gravity direction in 3D.
Note: This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
var physics/3d/default_gravity_vector : Vector3 = Vector3(0, -1, 0)
Property Value
physics/3d/default_linear_damp
The default linear motion damping in 3D. Damping is used to gradually slow down physical objects over time. RigidBodies will fall back to this value when combining their own damping values and no area damping value is present.
Suggested values are in the range 0
to 30
. At value 0
objects will keep moving with the same velocity. Greater values will stop the object faster. A value equal to or greater than the physics tick rate (physics/common/physics_ticks_per_second) will bring the object to a stop in one iteration.
Note: Godot damping calculations are velocity-dependent, meaning bodies moving faster will take a longer time to come to rest. They do not simulate inertia, friction, or air resistance. Therefore heavier or larger bodies will lose speed at the same proportional rate as lighter or smaller bodies.
During each physics tick, Godot will multiply the linear velocity of RigidBodies by 1.0 - combined_damp / physics_ticks_per_second
. By default, bodies combine damp factors: combined_damp
is the sum of the damp value of the body and this value or the area's value the body is in. See DampMode.
Warning: Godot's damping calculations are simulation tick rate dependent. Changing physics/common/physics_ticks_per_second may significantly change the outcomes and feel of your simulation. This is true for the entire range of damping values greater than 0. To get back to a similar feel, you also need to change your damp values. This needed change is not proportional and differs from case to case.
var physics/3d/default_linear_damp : float = 0.1
Property Value
physics/3d/physics_engine
Sets which physics engine to use for 3D physics.
DEFAULT is currently equivalent to GodotPhysics3D, but may change in future releases. Select an explicit implementation if you want to ensure that your project stays on the same engine.
GodotPhysics3D is Godot's internal 3D physics engine.
Jolt Physics is an alternative physics engine that is generally faster and more reliable than GodotPhysics3D. As it was recently implemented, it is currently considered experimental and its behavior may change in future releases.
Dummy is a 3D physics server that does nothing and returns only dummy values, effectively disabling all 3D physics functionality.
Third-party extensions and modules can add other physics engines to select with this setting.
var physics/3d/physics_engine : String = "DEFAULT"
Property Value
physics/3d/run_on_separate_thread
If true
, the 3D physics server runs on a separate thread, making better use of multi-core CPUs. If false
, the 3D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process.
Note: When physics/3d/physics_engine is set to Jolt Physics
, enabling this setting will prevent the 3D physics server from being able to provide any context when reporting errors and warnings, and will instead always refer to nodes as <unknown>
.
var physics/3d/run_on_separate_thread : bool = false
Property Value
physics/3d/sleep_threshold_angular
Threshold angular velocity under which a 3D physics body will be considered inactive. See PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD.
var physics/3d/sleep_threshold_angular : float = 0.139626
Property Value
physics/3d/sleep_threshold_linear
Threshold linear velocity under which a 3D physics body will be considered inactive. See PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD.
var physics/3d/sleep_threshold_linear : float = 0.1
Property Value
physics/3d/solver/contact_max_allowed_penetration
Maximum distance a shape can penetrate another shape before it is considered a collision. See PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION.
var physics/3d/solver/contact_max_allowed_penetration : float = 0.01
Property Value
physics/3d/solver/contact_max_separation
Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION.
var physics/3d/solver/contact_max_separation : float = 0.05
Property Value
physics/3d/solver/contact_recycle_radius
Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See PhysicsServer3D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS.
var physics/3d/solver/contact_recycle_radius : float = 0.01
Property Value
physics/3d/solver/default_contact_bias
Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS.
Individual shapes can have a specific bias value (see custom_solver_bias).
var physics/3d/solver/default_contact_bias : float = 0.8
Property Value
physics/3d/solver/solver_iterations
Number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance. See PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS.
var physics/3d/solver/solver_iterations : int = 16
Property Value
physics/3d/time_before_sleep
Time (in seconds) of inactivity before which a 3D physics body will put to sleep. See PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP.
var physics/3d/time_before_sleep : float = 0.5
Property Value
physics/common/enable_object_picking
Enables physics_object_picking on the root viewport.
var physics/common/enable_object_picking : bool = true
Property Value
physics/common/max_physics_steps_per_frame
Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than 1 / max_physics_steps_per_frame
of physics/common/physics_ticks_per_second. This occurs even if delta
is consistently used in physics calculations. To avoid this, increase physics/common/max_physics_steps_per_frame if you have increased physics/common/physics_ticks_per_second significantly above its default value.
Note: This property is only read when the project starts. To change the maximum number of simulated physics steps per frame at runtime, set max_physics_steps_per_frame instead.
var physics/common/max_physics_steps_per_frame : int = 8
Property Value
physics/common/physics_interpolation
If true
, the renderer will interpolate the transforms of physics objects between the last two transforms, so that smooth motion is seen even when physics ticks do not coincide with rendered frames. See also physics_interpolation_mode and reset_physics_interpolation.
Note: If true
, the physics jitter fix should be disabled by setting physics/common/physics_jitter_fix to 0.0
.
Note: This property is only read when the project starts. To toggle physics interpolation at runtime, set physics_interpolation instead.
var physics/common/physics_interpolation : bool = false
Property Value
physics/common/physics_jitter_fix
Controls how much physics ticks are synchronized with real time. For 0 or less, the ticks are synchronized. Such values are recommended for network games, where clock synchronization matters. Higher values cause higher deviation of in-game clock and real clock, but allows smoothing out framerate jitters. The default value of 0.5 should be good enough for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
Note: Jitter fix is automatically disabled at runtime when physics/common/physics_interpolation is enabled.
Note: When using a custom physics interpolation solution, the physics jitter fix should be disabled by setting physics/common/physics_jitter_fix to 0.0
.
Note: This property is only read when the project starts. To change the physics jitter fix at runtime, set physics_jitter_fix instead.
var physics/common/physics_jitter_fix : float = 0.5
Property Value
physics/common/physics_ticks_per_second
The number of fixed iterations per second. This controls how often physics simulation and Node._physics_process methods are run. See also application/run/max_fps.
Note: This property is only read when the project starts. To change the physics FPS at runtime, set physics_ticks_per_second instead.
Note: Only physics/common/max_physics_steps_per_frame physics ticks may be simulated per rendered frame at most. If more physics ticks have to be simulated per rendered frame to keep up with rendering, the project will appear to slow down (even if delta
is used consistently in physics calculations). Therefore, it is recommended to also increase physics/common/max_physics_steps_per_frame if increasing physics/common/physics_ticks_per_second significantly above its default value.
var physics/common/physics_ticks_per_second : int = 60
Property Value
physics/jolt_physics_3d/collisions/active_edge_threshold
The maximum angle, in radians, between two adjacent triangles in a ConcavePolygonShape3D or HeightMapShape3D for which the edge between those triangles is considered inactive.
Collisions against an inactive edge will have its normal overridden to instead be the surface normal of the triangle. This can help alleviate ghost collisions.
Note: Setting this too high can result in objects not depenetrating properly.
Note: This applies to all shape queries, as well as physics bodies within the simulation.
Note: This does not apply when enabling Jolt's enhanced internal edge removal, which supersedes this.
Note: This setting will only be read once during the lifetime of the application.
var physics/jolt_physics_3d/collisions/active_edge_threshold : float = 0.872665
Property Value
physics/jolt_physics_3d/collisions/collision_margin_fraction
The amount of collision margin to use for certain convex collision shapes, such as BoxShape3D, CylinderShape3D and ConvexPolygonShape3D, as a fraction of the shape's shortest axis, with margin as the upper bound. This is mainly used to speed up collision detection with convex shapes.
Note: Collision margins in Jolt do not add any extra size to the shape. Instead the shape is first shrunk by the margin and then expanded by the same amount, resulting in a shape with rounded corners.
Note: Setting this value too close to 0.0
may also negatively affect the accuracy of the collision detection with convex shapes.
Note: This setting will only be read once during the lifetime of the application.
var physics/jolt_physics_3d/collisions/collision_margin_fraction : float = 0.08
Property Value
physics/jolt_physics_3d/joints/world_node
Which of the two nodes bound by a joint should represent the world when one of the two is omitted, as either node_a or node_b. This can be thought of as having the omitted node be a StaticBody3D at the joint's position. Joint limits are more easily expressed when node_a represents the world.
Note: In Godot Physics, only node_b can represent the world.
var physics/jolt_physics_3d/joints/world_node : int = 0
Property Value
physics/jolt_physics_3d/limits/max_angular_velocity
The maximum angular velocity that a RigidBody3D can reach, in radians per second.
This is mainly used as a fail-safe, to prevent the simulation from exploding, as fast-moving objects colliding with complex physics structures can otherwise cause them to go out of control. Fast-moving objects can also cause a lot of stress on the collision detection system, which can slow down the simulation considerably.
var physics/jolt_physics_3d/limits/max_angular_velocity : float = 47.1239
Property Value
physics/jolt_physics_3d/limits/max_bodies
The maximum number of PhysicsBody3D to support at the same time, awake or sleeping. When this limit is exceeded, an error is reported and anything past that point is undefined behavior.
Note: This limit also applies within the editor.
var physics/jolt_physics_3d/limits/max_bodies : int = 10240
Property Value
physics/jolt_physics_3d/limits/max_body_pairs
The maximum number of body pairs to allow processing of. When this limit is exceeded, a warning is reported and collisions will randomly be ignored while bodies pass through each other.
var physics/jolt_physics_3d/limits/max_body_pairs : int = 65536
Property Value
physics/jolt_physics_3d/limits/max_contact_constraints
The maximum number of contact constraints to allow processing of. When this limit is exceeded, a warning is reported and collisions will randomly be ignored while bodies pass through each other.
var physics/jolt_physics_3d/limits/max_contact_constraints : int = 20480
Property Value
physics/jolt_physics_3d/limits/max_linear_velocity
The maximum linear velocity that a RigidBody3D can reach, in meters per second.
This is mainly used as a fail-safe, to prevent the simulation from exploding, as fast-moving objects colliding with complex physics structures can otherwise cause them to go out of control. Fast-moving objects can also cause a lot of stress on the collision detection system, which can slow down the simulation considerably.
var physics/jolt_physics_3d/limits/max_linear_velocity : float = 500.0
Property Value
physics/jolt_physics_3d/limits/temporary_memory_buffer_size
The amount of memory to pre-allocate for the stack allocator used within Jolt, in MiB. This allocator is used within the physics step to store things that are only needed during it, like which bodies are in contact, how they form islands and the data needed to solve the contacts.
var physics/jolt_physics_3d/limits/temporary_memory_buffer_size : int = 32
Property Value
physics/jolt_physics_3d/limits/world_boundary_shape_size
The size of WorldBoundaryShape3D boundaries, for all three dimensions. The plane is effectively centered within a box of this size, and anything outside of the box will not collide with it. This is necessary as WorldBoundaryShape3D is not unbounded when using Jolt, in order to prevent precision issues.
Note: Setting this value too high can make collision detection less accurate.
Note: Collisions against the effective edges of a WorldBoundaryShape3D will be inconsistent.
var physics/jolt_physics_3d/limits/world_boundary_shape_size : float = 2000.0
Property Value
physics/jolt_physics_3d/motion_queries/recovery_amount
Fraction of the total penetration to depenetrate per iteration during motion queries.
Note: This affects methods move_and_slide, PhysicsBody3D.move_and_collide, PhysicsBody3D.test_move and PhysicsServer3D.body_test_motion.
Note: This setting will only be read once during the lifetime of the application.
var physics/jolt_physics_3d/motion_queries/recovery_amount : float = 0.4
Property Value
physics/jolt_physics_3d/motion_queries/recovery_iterations
The number of iterations to run when depenetrating during motion queries.
Note: This affects methods move_and_slide, PhysicsBody3D.move_and_collide, PhysicsBody3D.test_move and PhysicsServer3D.body_test_motion.
Note: This setting will only be read once during the lifetime of the application.
var physics/jolt_physics_3d/motion_queries/recovery_iterations : int = 4
Property Value
physics/jolt_physics_3d/motion_queries/use_enhanced_internal_edge_removal
If true
, enables Jolt's enhanced internal edge removal during motion queries. This can help alleviate ghost collisions, but only with edges within a single body, meaning edges between separate bodies can still cause ghost collisions.
Note: This affects methods move_and_slide, PhysicsBody3D.move_and_collide, PhysicsBody3D.test_move and PhysicsServer3D.body_test_motion.
Note: This setting will only be read once during the lifetime of the application.
var physics/jolt_physics_3d/motion_queries/use_enhanced_internal_edge_removal : bool = true
Property Value
physics/jolt_physics_3d/queries/enable_ray_cast_face_index
If true
, populates the face_index
field in the results of PhysicsDirectSpaceState3D.intersect_ray, also accessed through get_collision_face_index. If false
, the face_index
field will be left at its default value of -1
.
Note: Enabling this setting will increase Jolt's memory usage for ConcavePolygonShape3D by around 25%.
Note: This setting will only be read once during the lifetime of the application.
var physics/jolt_physics_3d/queries/enable_ray_cast_face_index : bool = false
Property Value
physics/jolt_physics_3d/queries/use_enhanced_internal_edge_removal
If true
, enables Jolt's enhanced internal edge removal during shape queries. This can help alleviate ghost collisions when using shape queries for things like character movement, but only with edges within a single body, meaning edges between separate bodies can still cause ghost collisions.
Note: This affects methods PhysicsDirectSpaceState3D.cast_motion, PhysicsDirectSpaceState3D.collide_shape, PhysicsDirectSpaceState3D.get_rest_info and PhysicsDirectSpaceState3D.intersect_shape.
Note: Enabling this setting can cause certain shapes to be culled from the results entirely, but you will get at least one intersection per body.
Note: This setting will only be read once during the lifetime of the application.
var physics/jolt_physics_3d/queries/use_enhanced_internal_edge_removal : bool = false
Property Value
physics/jolt_physics_3d/simulation/allow_sleep
If true
, RigidBody3D nodes are allowed to go to sleep if their velocity is below the threshold defined in physics/jolt_physics_3d/simulation/sleep_velocity_threshold for the duration set in physics/jolt_physics_3d/simulation/sleep_time_threshold. This can improve physics simulation performance when there are non-moving RigidBody3D nodes, at the cost of some nodes possibly failing to wake up in certain scenarios. Consider disabling this temporarily to troubleshoot RigidBody3D nodes not moving when they should.
var physics/jolt_physics_3d/simulation/allow_sleep : bool = true
Property Value
physics/jolt_physics_3d/simulation/areas_detect_static_bodies
If true
, Area3D nodes are able to detect overlaps with StaticBody3D nodes.
Note: Enabling this setting can come at a heavy CPU and memory cost if you allow many/large Area3D to overlap with complex static geometry, such as ConcavePolygonShape3D or HeightMapShape3D. It is strongly recommended that you set up your collision layers and masks in such a way that only a few small Area3D nodes can detect StaticBody3D nodes.
Note: This also applies to overlaps with a RigidBody3D frozen with RigidBody3D.FREEZE_MODE_STATIC.
Note: This is not needed to detect overlaps with AnimatableBody3D, as it is a kinematic body, despite inheriting from StaticBody3D.
var physics/jolt_physics_3d/simulation/areas_detect_static_bodies : bool = false
Property Value
physics/jolt_physics_3d/simulation/baumgarte_stabilization_factor
How much of the position error of a RigidBody3D to fix during a physics step, where 0.0
is none and 1.0
is the full amount. This affects things like how quickly bodies depenetrate.
Note: Setting this value too high can make RigidBody3D nodes unstable.
var physics/jolt_physics_3d/simulation/baumgarte_stabilization_factor : float = 0.2
Property Value
physics/jolt_physics_3d/simulation/body_pair_contact_cache_angle_threshold
The maximum relative angle by which a body pair can move and still reuse the collision results from the previous physics step, in radians.
var physics/jolt_physics_3d/simulation/body_pair_contact_cache_angle_threshold : float = 0.0349066
Property Value
physics/jolt_physics_3d/simulation/body_pair_contact_cache_distance_threshold
The maximum relative distance by which a body pair can move and still reuse the collision results from the previous physics step, in meters.
var physics/jolt_physics_3d/simulation/body_pair_contact_cache_distance_threshold : float = 0.001
Property Value
physics/jolt_physics_3d/simulation/body_pair_contact_cache_enabled
If true
, enables the body pair contact cache, which removes the need for potentially expensive collision detection when the relative orientation between two bodies hasn't changed much.
var physics/jolt_physics_3d/simulation/body_pair_contact_cache_enabled : bool = true
Property Value
physics/jolt_physics_3d/simulation/bounce_velocity_threshold
The minimum velocity needed before a collision can be bouncy, in meters per second.
Note: This setting will only be read once during the lifetime of the application.
var physics/jolt_physics_3d/simulation/bounce_velocity_threshold : float = 1.0
Property Value
physics/jolt_physics_3d/simulation/continuous_cd_max_penetration
Fraction of a body's inner radius that may penetrate another body while using continuous collision detection.
var physics/jolt_physics_3d/simulation/continuous_cd_max_penetration : float = 0.25
Property Value
physics/jolt_physics_3d/simulation/continuous_cd_movement_threshold
Fraction of a body's inner radius that the body must move per step to make use of continuous collision detection.
var physics/jolt_physics_3d/simulation/continuous_cd_movement_threshold : float = 0.75
Property Value
physics/jolt_physics_3d/simulation/generate_all_kinematic_contacts
If true
, a RigidBody3D frozen with RigidBody3D.FREEZE_MODE_KINEMATIC is able to collide with other kinematic and static bodies, and therefore generate contacts for them.
Note: This setting can come at a heavy CPU and memory cost if you allow many/large frozen kinematic bodies with a non-zero max_contacts_reported to overlap with complex static geometry, such as ConcavePolygonShape3D or HeightMapShape3D.
var physics/jolt_physics_3d/simulation/generate_all_kinematic_contacts : bool = false
Property Value
physics/jolt_physics_3d/simulation/penetration_slop
How much bodies are allowed to penetrate each other, in meters.
var physics/jolt_physics_3d/simulation/penetration_slop : float = 0.02
Property Value
physics/jolt_physics_3d/simulation/position_steps
Number of solver position iterations. The greater the number of iterations, the more accurate the simulation will be, at the cost of CPU performance.
var physics/jolt_physics_3d/simulation/position_steps : int = 2
Property Value
physics/jolt_physics_3d/simulation/sleep_time_threshold
Time in seconds a RigidBody3D will spend below the sleep velocity threshold before going to sleep.
var physics/jolt_physics_3d/simulation/sleep_time_threshold : float = 0.5
Property Value
physics/jolt_physics_3d/simulation/sleep_velocity_threshold
The linear velocity of specific points on the bounding box of a RigidBody3D, below which it can be put to sleep, in meters per second. These points help capture both the linear and angular motion of a RigidBody3D.
var physics/jolt_physics_3d/simulation/sleep_velocity_threshold : float = 0.03
Property Value
physics/jolt_physics_3d/simulation/soft_body_point_radius
How big the points of a SoftBody3D are, in meters. A higher value can prevent behavior such as cloth laying perfectly flush against other surfaces and causing Z-fighting.
var physics/jolt_physics_3d/simulation/soft_body_point_radius : float = 0.01
Property Value
physics/jolt_physics_3d/simulation/speculative_contact_distance
Radius around physics bodies, inside which speculative contact points will be detected, in meters. This is mainly used to prevent tunneling/penetration for RigidBody3D nodes during simulation.
Note: Setting this too high may result in ghost collisions, as speculative contacts are based on the closest points during the collision detection step which may not be the actual closest points by the time the two bodies hit.
var physics/jolt_physics_3d/simulation/speculative_contact_distance : float = 0.02
Property Value
physics/jolt_physics_3d/simulation/use_enhanced_internal_edge_removal
If true
, enables Jolt's enhanced internal edge removal for RigidBody3D. This can help alleviate ghost collisions when, for example, a RigidBody3D collides with the edges of two perfectly joined BoxShape3D. The removal only applies to edges internal to a single body, meaning edges between separate bodies can still cause ghost collisions.
var physics/jolt_physics_3d/simulation/use_enhanced_internal_edge_removal : bool = true
Property Value
physics/jolt_physics_3d/simulation/velocity_steps
Number of solver velocity iterations. The greater the number of iterations, the more accurate the simulation will be, at the cost of CPU performance.
Note: This needs to be at least 2
in order for friction to work, as friction is applied using the non-penetration impulse from the previous iteration.
var physics/jolt_physics_3d/simulation/velocity_steps : int = 10
Property Value
rendering/2d/batching/item_buffer_size
Maximum number of canvas item commands that can be batched into a single draw call.
var rendering/2d/batching/item_buffer_size : int = 16384
Property Value
rendering/2d/batching/uniform_set_cache_size
Maximum number of uniform sets that will be cached by the 2D renderer when batching draw calls.
Note: A project that uses a large number of unique sprite textures per frame may benefit from increasing this value.
var rendering/2d/batching/uniform_set_cache_size : int = 4096
Property Value
rendering/2d/sdf/oversize
Controls how much of the original viewport size should be covered by the 2D signed distance field. This SDF can be sampled in CanvasItem shaders and is used for GPUParticles2D collision. Higher values allow portions of occluders located outside the viewport to still be taken into account in the generated signed distance field, at the cost of performance. If you notice particles falling through LightOccluder2Ds as the occluders leave the viewport, increase this setting.
The percentage specified is added on each axis and on both sides. For example, with the default setting of 120%, the signed distance field will cover 20% of the viewport's size outside the viewport on each side (top, right, bottom, left).
Note: This property is only read when the project starts. To change the 2D SDF oversizing percentage at runtime, use RenderingServer.viewport_set_sdf_oversize_and_scale instead.
var rendering/2d/sdf/oversize : int = 1
Property Value
rendering/2d/sdf/scale
The resolution scale to use for the 2D signed distance field. Higher values lead to a more precise and more stable signed distance field as the camera moves, at the cost of performance. The default value (50%) renders at half the resolution of the viewport size on each axis, which means the SDF is generated with 25% of the viewport's pixel count.
Note: This property is only read when the project starts. To change the 2D SDF resolution scale at runtime, use RenderingServer.viewport_set_sdf_oversize_and_scale instead.
var rendering/2d/sdf/scale : int = 1
Property Value
rendering/2d/shadow_atlas/size
The size of the 2D shadow atlas in pixels. Higher values result in more precise Light2D shadows, at the cost of performance and video memory usage. The specified value is rounded up to the nearest power of 2.
Note: This property is only read when the project starts. To change the 2D shadow atlas size at runtime, use RenderingServer.canvas_set_shadow_texture_size instead.
var rendering/2d/shadow_atlas/size : int = 2048
Property Value
rendering/2d/snap/snap_2d_transforms_to_pixel
If true
, CanvasItem nodes will internally snap to full pixels. Useful for low-resolution pixel art games. Their position can still be sub-pixel, but the decimals will not have effect as the position is rounded. This can lead to a crisper appearance at the cost of less smooth movement, especially when Camera2D smoothing is enabled.
Note: This property is only read when the project starts. To toggle 2D transform snapping at runtime, use RenderingServer.viewport_set_snap_2d_transforms_to_pixel on the root Viewport instead.
Note: Control nodes are snapped to the nearest pixel by default. This is controlled by gui/common/snap_controls_to_pixels.
Note: It is not recommended to use this setting together with rendering/2d/snap/snap_2d_vertices_to_pixel, as movement may appear even less smooth. Prefer only enabling this setting instead.
var rendering/2d/snap/snap_2d_transforms_to_pixel : bool = false
Property Value
rendering/2d/snap/snap_2d_vertices_to_pixel
If true
, vertices of CanvasItem nodes will snap to full pixels. Useful for low-resolution pixel art games. Only affects the final vertex positions, not the transforms. This can lead to a crisper appearance at the cost of less smooth movement, especially when Camera2D smoothing is enabled.
Note: This property is only read when the project starts. To toggle 2D vertex snapping at runtime, use RenderingServer.viewport_set_snap_2d_vertices_to_pixel on the root Viewport instead.
Note: Control nodes are snapped to the nearest pixel by default. This is controlled by gui/common/snap_controls_to_pixels.
Note: It is not recommended to use this setting together with rendering/2d/snap/snap_2d_transforms_to_pixel, as movement may appear even less smooth. Prefer only enabling that setting instead.
var rendering/2d/snap/snap_2d_vertices_to_pixel : bool = false
Property Value
rendering/anti_aliasing/quality/msaa_2d
Sets the number of multisample antialiasing (MSAA) samples to use for 2D/Canvas rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. This has no effect on shader-induced aliasing or texture aliasing.
Note: MSAA is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
Note: This property is only read when the project starts. To set the number of 2D MSAA samples at runtime, set msaa_2d or use RenderingServer.viewport_set_msaa_2d.
var rendering/anti_aliasing/quality/msaa_2d : int = 0
Property Value
rendering/anti_aliasing/quality/msaa_3d
Sets the number of multisample antialiasing (MSAA) samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also rendering/scaling_3d/mode for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing.
Note: This property is only read when the project starts. To set the number of 3D MSAA samples at runtime, set msaa_3d or use RenderingServer.viewport_set_msaa_3d.
var rendering/anti_aliasing/quality/msaa_3d : int = 0
Property Value
rendering/anti_aliasing/quality/screen_space_aa
Sets the screen-space antialiasing mode for the default screen Viewport. Screen-space antialiasing works by selectively blurring edges in a post-process shader. It differs from MSAA which takes multiple coverage samples while rendering objects. Screen-space AA methods are typically faster than MSAA and will smooth out specular aliasing, but tend to make scenes appear blurry. The blurriness is partially counteracted by automatically using a negative mipmap LOD bias (see rendering/textures/default_filters/texture_mipmap_bias).
Another way to combat specular aliasing is to enable rendering/anti_aliasing/screen_space_roughness_limiter/enabled.
Note: Screen-space antialiasing is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
Note: This property is only read when the project starts. To set the screen-space antialiasing mode at runtime, set screen_space_aa on the root Viewport instead, or use RenderingServer.viewport_set_screen_space_aa.
var rendering/anti_aliasing/quality/screen_space_aa : int = 0
Property Value
rendering/anti_aliasing/quality/use_debanding
If true
, uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is not affected by debanding unless the background_mode is Environment.BG_CANVAS.
In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger.
Note: This property is only read when the project starts. To set debanding at runtime, set use_debanding on the root Viewport instead, or use RenderingServer.viewport_set_use_debanding.
var rendering/anti_aliasing/quality/use_debanding : bool = false
Property Value
rendering/anti_aliasing/quality/use_taa
Enables temporal antialiasing for the default screen Viewport. TAA works by jittering the camera and accumulating the images of the last rendered frames, motion vector rendering is used to account for camera and object motion. Enabling TAA can make the image blurrier, which is partially counteracted by automatically using a negative mipmap LOD bias (see rendering/textures/default_filters/texture_mipmap_bias).
Note: The implementation is not complete yet. Some visual instances such as particles and skinned meshes may show ghosting artifacts in motion.
Note: TAA is only supported in the Forward+ rendering method, not Mobile or Compatibility.
Note: This property is only read when the project starts. To set TAA at runtime, set use_taa on the root Viewport instead, or use RenderingServer.viewport_set_use_taa.
var rendering/anti_aliasing/quality/use_taa : bool = false
Property Value
rendering/anti_aliasing/screen_space_roughness_limiter/amount
Note: This property is only read when the project starts. To control the screen-space roughness limiter at runtime, call RenderingServer.screen_space_roughness_limiter_set_active instead.
var rendering/anti_aliasing/screen_space_roughness_limiter/amount : float = 0.25
Property Value
rendering/anti_aliasing/screen_space_roughness_limiter/enabled
If true
, enables a spatial filter to limit roughness in areas with high-frequency detail. This can help reduce specular aliasing to an extent, though not as much as enabling rendering/anti_aliasing/quality/use_taa. This filter has a small performance cost, so consider disabling it if it doesn't benefit your scene noticeably.
Note: The screen-space roughness limiter is only supported in the Forward+ and Mobile rendering methods, not Compatibility.
Note: This property is only read when the project starts. To control the screen-space roughness limiter at runtime, call RenderingServer.screen_space_roughness_limiter_set_active instead.
var rendering/anti_aliasing/screen_space_roughness_limiter/enabled : bool = true
Property Value
rendering/anti_aliasing/screen_space_roughness_limiter/limit
Note: This property is only read when the project starts. To control the screen-space roughness limiter at runtime, call RenderingServer.screen_space_roughness_limiter_set_active instead.
var rendering/anti_aliasing/screen_space_roughness_limiter/limit : float = 0.18
Property Value
rendering/camera/depth_of_field/depth_of_field_bokeh_quality
Sets the quality of the depth of field effect. Higher quality takes more samples, which is slower but looks smoother.
var rendering/camera/depth_of_field/depth_of_field_bokeh_quality : int = 1
Property Value
rendering/camera/depth_of_field/depth_of_field_bokeh_shape
Sets the depth of field shape. Can be Box, Hexagon, or Circle. Box is the fastest. Circle is the most realistic, but also the most expensive to compute.
var rendering/camera/depth_of_field/depth_of_field_bokeh_shape : int = 1
Property Value
rendering/camera/depth_of_field/depth_of_field_use_jitter
If true
, jitters DOF samples to make effect slightly blurrier and hide lines created from low sample rates. This can result in a slightly grainy appearance when used with a low number of samples.
var rendering/camera/depth_of_field/depth_of_field_use_jitter : bool = false
Property Value
rendering/driver/depth_prepass/disable_for_vendors
Disables rendering/driver/depth_prepass/enable conditionally for certain vendors. By default, disables the depth prepass for mobile devices as mobile devices do not benefit from the depth prepass due to their unique architecture.
var rendering/driver/depth_prepass/disable_for_vendors : String = "PowerVR,Mali,Adreno,Apple"
Property Value
rendering/driver/depth_prepass/enable
If true
, performs a previous depth pass before rendering 3D materials. This increases performance significantly in scenes with high overdraw, when complex materials and lighting are used. However, in scenes with few occluded surfaces, the depth prepass may reduce performance. If your game is viewed from a fixed angle that makes it easy to avoid overdraw (such as top-down or side-scrolling perspective), consider disabling the depth prepass to improve performance. This setting can be changed at run-time to optimize performance depending on the scene currently being viewed.
Note: Depth prepass is only supported when using the Forward+ or Compatibility rendering method. When using the Mobile rendering method, there is no depth prepass performed.
var rendering/driver/depth_prepass/enable : bool = true
Property Value
rendering/driver/threads/thread_model
The thread model to use for rendering. Rendering on a thread may improve performance, but synchronizing to the main thread can cause a bit more jitter.
var rendering/driver/threads/thread_model : int = 1
Property Value
rendering/environment/defaults/default_clear_color
Default background clear color. Overridable per Viewport using its Environment. See background_mode and background_color in particular. To change this default color programmatically, use RenderingServer.set_default_clear_color.
var rendering/environment/defaults/default_clear_color : Color = Color(0.3, 0.3, 0.3, 1)
Property Value
rendering/environment/defaults/default_environment
Environment that will be used as a fallback environment in case a scene does not specify its own environment. The default environment is loaded in at scene load time regardless of whether you have set an environment or not. If you do not rely on the fallback environment, you do not need to set this property.
var rendering/environment/defaults/default_environment : String = ""
Property Value
rendering/environment/glow/upscale_mode
Sets how the glow effect is upscaled before being copied onto the screen. Linear is faster, but looks blocky. Bicubic is slower but looks smooth.
var rendering/environment/glow/upscale_mode : int = 1
Property Value
rendering/environment/glow/upscale_mode.mobile
Lower-end override for rendering/environment/glow/upscale_mode on mobile devices, due to performance concerns or driver support.
var rendering/environment/glow/upscale_mode.mobile : int = 0
Property Value
rendering/environment/screen_space_reflection/roughness_quality
Sets the quality for rough screen-space reflections. Turning off will make all screen space reflections sharp, while higher values make rough reflections look better.
var rendering/environment/screen_space_reflection/roughness_quality : int = 1
Property Value
rendering/environment/ssao/adaptive_target
Quality target to use when rendering/environment/ssao/quality is set to Ultra
. A value of 0.0
provides a quality and speed similar to Medium
while a value of 1.0
provides much higher quality than any of the other settings at the cost of performance.
var rendering/environment/ssao/adaptive_target : float = 0.5
Property Value
rendering/environment/ssao/blur_passes
Number of blur passes to use when computing screen-space ambient occlusion. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
var rendering/environment/ssao/blur_passes : int = 2
Property Value
rendering/environment/ssao/fadeout_from
Distance at which the screen-space ambient occlusion effect starts to fade out. Use this hide ambient occlusion from far away.
var rendering/environment/ssao/fadeout_from : float = 50.0
Property Value
rendering/environment/ssao/fadeout_to
Distance at which the screen-space ambient occlusion is fully faded out. Use this hide ambient occlusion from far away.
var rendering/environment/ssao/fadeout_to : float = 300.0
Property Value
rendering/environment/ssao/half_size
If true
, screen-space ambient occlusion will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details. If false
, screen-space ambient occlusion will be rendered at full size.
var rendering/environment/ssao/half_size : bool = true
Property Value
rendering/environment/ssao/quality
Sets the quality of the screen-space ambient occlusion effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to Ultra
will use the rendering/environment/ssao/adaptive_target setting.
var rendering/environment/ssao/quality : int = 2
Property Value
rendering/environment/ssil/adaptive_target
Quality target to use when rendering/environment/ssil/quality is set to Ultra
. A value of 0.0
provides a quality and speed similar to Medium
while a value of 1.0
provides much higher quality than any of the other settings at the cost of performance. When using the adaptive target, the performance cost scales with the complexity of the scene.
var rendering/environment/ssil/adaptive_target : float = 0.5
Property Value
rendering/environment/ssil/blur_passes
Number of blur passes to use when computing screen-space indirect lighting. A higher number will result in a smoother look, but will be slower to compute and will have less high-frequency detail.
var rendering/environment/ssil/blur_passes : int = 4
Property Value
rendering/environment/ssil/fadeout_from
Distance at which the screen-space indirect lighting effect starts to fade out. Use this to hide screen-space indirect lighting from far away.
var rendering/environment/ssil/fadeout_from : float = 50.0
Property Value
rendering/environment/ssil/fadeout_to
Distance at which the screen-space indirect lighting is fully faded out. Use this to hide screen-space indirect lighting from far away.
var rendering/environment/ssil/fadeout_to : float = 300.0
Property Value
rendering/environment/ssil/half_size
If true
, screen-space indirect lighting will be rendered at half size and then upscaled before being added to the scene. This is significantly faster but may miss small details and may result in some objects appearing to glow at their edges.
var rendering/environment/ssil/half_size : bool = true
Property Value
rendering/environment/ssil/quality
Sets the quality of the screen-space indirect lighting effect. Higher values take more samples and so will result in better quality, at the cost of performance. Setting to Ultra
will use the rendering/environment/ssil/adaptive_target setting.
var rendering/environment/ssil/quality : int = 2
Property Value
rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale
Scales the depth over which the subsurface scattering effect is applied. A high value may allow light to scatter into a part of the mesh or another mesh that is close in screen space but far in depth. See also rendering/environment/subsurface_scattering/subsurface_scattering_scale.
Note: This property is only read when the project starts. To set the subsurface scattering depth scale at runtime, call RenderingServer.sub_surface_scattering_set_scale instead.
var rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale : float = 0.01
Property Value
rendering/environment/subsurface_scattering/subsurface_scattering_quality
Sets the quality of the subsurface scattering effect. Higher values are slower but look nicer. This affects the rendering of materials that have subsurf_scatter_enabled set to true
, along with ShaderMaterials that set SSS_STRENGTH
.
Note: This property is only read when the project starts. To set the subsurface scattering quality at runtime, call RenderingServer.sub_surface_scattering_set_quality instead.
var rendering/environment/subsurface_scattering/subsurface_scattering_quality : int = 1
Property Value
rendering/environment/subsurface_scattering/subsurface_scattering_scale
Scales the distance over which samples are taken for subsurface scattering effect. Changing this does not impact performance, but higher values will result in significant artifacts as the samples will become obviously spread out. A lower value results in a smaller spread of scattered light. See also rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale.
Note: This property is only read when the project starts. To set the subsurface scattering scale at runtime, call RenderingServer.sub_surface_scattering_set_scale instead.
var rendering/environment/subsurface_scattering/subsurface_scattering_scale : float = 0.05
Property Value
rendering/environment/volumetric_fog/use_filter
Enables filtering of the volumetric fog effect prior to integration. This substantially blurs the fog which reduces fine details but also smooths out harsh edges and aliasing artifacts. Disable when more detail is required.
var rendering/environment/volumetric_fog/use_filter : int = 1
Property Value
rendering/environment/volumetric_fog/volume_depth
Number of slices to use along the depth of the froxel buffer for volumetric fog. A lower number will be more efficient but may result in artifacts appearing during camera movement. See also volumetric_fog_length.
var rendering/environment/volumetric_fog/volume_depth : int = 64
Property Value
rendering/environment/volumetric_fog/volume_size
Base size used to determine size of froxel buffer in the camera X-axis and Y-axis. The final size is scaled by the aspect ratio of the screen, so actual values may differ from what is set. Set a larger size for more detailed fog, set a smaller size for better performance.
var rendering/environment/volumetric_fog/volume_size : int = 64
Property Value
rendering/gl_compatibility/driver
Sets the driver to be used by the renderer when using the Compatibility renderer. Editing this property has no effect in the default configuration, as first-party platforms each have platform-specific overrides. Use those overrides to configure the driver for each platform.
This can be overridden using the --rendering-driver <driver>
command line argument.
Supported values are:
opengl3
, OpenGL 3.3 on desktop platforms, OpenGL ES 3.0 on mobile platforms, WebGL 2.0 on web.opengl3_angle
, OpenGL ES 3.0 using the ANGLE compatibility layer, supported on macOS (over native OpenGL) and Windows (over Direct3D 11).opengl3_es
, OpenGL ES 3.0 on Linux/BSD.
Note: The availability of these options depends on whether the engine was compiled with support for them (determined by SCons options opengl3
and angle_libs
).
Note: The actual rendering driver may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering driver that is used at runtime, use get_current_rendering_driver_name instead of reading this project setting's value.
var rendering/gl_compatibility/driver : String = "opengl3"
Property Value
rendering/gl_compatibility/driver.android
Android override for rendering/gl_compatibility/driver.
Only one option is supported:
opengl3
, OpenGL ES 3.0 from native drivers.
var rendering/gl_compatibility/driver.android : String = "opengl3"
Property Value
rendering/gl_compatibility/driver.ios
iOS override for rendering/gl_compatibility/driver.
Only one option is supported:
opengl3
, OpenGL ES 3.0 from native drivers.
var rendering/gl_compatibility/driver.ios : String = "opengl3"
Property Value
rendering/gl_compatibility/driver.linuxbsd
LinuxBSD override for rendering/gl_compatibility/driver.
Two options are supported:
opengl3
(default), OpenGL 3.3 from native drivers.opengl3_es
, OpenGL ES 3.0 from native drivers. If rendering/gl_compatibility/fallback_to_gles is enabled, this is used as a fallback if OpenGL 3.3 is not supported.
var rendering/gl_compatibility/driver.linuxbsd : String = "opengl3"
Property Value
rendering/gl_compatibility/driver.macos
macOS override for rendering/gl_compatibility/driver.
Two options are supported:
opengl3
(default), OpenGL 3.3 from native drivers. If rendering/gl_compatibility/fallback_to_native is enabled, this is used as a fallback if ANGLE is configured as the preferred driver but not supported.opengl3_angle
, OpenGL ES 3.0 using the ANGLE compatibility layer over native OpenGL drivers. If rendering/gl_compatibility/fallback_to_angle is enabled, this is used as a fallback if OpenGL 3.3 is not supported.
var rendering/gl_compatibility/driver.macos : String = "opengl3"
Property Value
rendering/gl_compatibility/driver.web
Web override for rendering/gl_compatibility/driver.
Only one option is supported:
opengl3
, WebGL 2.0. The underlying native API depends on the target OS, browser, and browser configuration.
var rendering/gl_compatibility/driver.web : String = "opengl3"
Property Value
rendering/gl_compatibility/driver.windows
Windows override for rendering/gl_compatibility/driver.
Two options are supported:
opengl3
(default), OpenGL 3.3 from native drivers. If rendering/gl_compatibility/fallback_to_native is enabled, this is used as a fallback if ANGLE is configured as the preferred driver but not supported.opengl3_angle
, OpenGL ES 3.0 using the ANGLE compatibility layer over native Direct3D 11 drivers. If rendering/gl_compatibility/fallback_to_angle is enabled, this is used as a fallback if OpenGL 3.3 is not supported. By default, ANGLE is used as the default driver for some devices listed in rendering/gl_compatibility/force_angle_on_devices.
var rendering/gl_compatibility/driver.windows : String = "opengl3"
Property Value
rendering/gl_compatibility/fallback_to_angle
If true
, the compatibility renderer will fall back to ANGLE if native OpenGL is not supported or the device is listed in rendering/gl_compatibility/force_angle_on_devices.
Note: This setting is implemented only on Windows.
var rendering/gl_compatibility/fallback_to_angle : bool = true
Property Value
rendering/gl_compatibility/fallback_to_gles
If true
, the compatibility renderer will fall back to OpenGLES if desktop OpenGL is not supported.
Note: This setting is implemented only on Linux/X11.
var rendering/gl_compatibility/fallback_to_gles : bool = true
Property Value
rendering/gl_compatibility/fallback_to_native
If true
, the compatibility renderer will fall back to native OpenGL if ANGLE is not supported, or ANGLE dynamic libraries aren't found.
Note: This setting is implemented on macOS and Windows.
var rendering/gl_compatibility/fallback_to_native : bool = true
Property Value
rendering/gl_compatibility/force_angle_on_devices
An Array of devices which should always use the ANGLE renderer.
Each entry is a Dictionary with the following keys: vendor
and name
. name
can be set to *
to add all devices with the specified vendor
.
Note: This setting is implemented only on Windows.
var rendering/gl_compatibility/force_angle_on_devices : Array
Property Value
rendering/gl_compatibility/item_buffer_size
Maximum number of canvas items commands that can be drawn in a single viewport update. If more render commands are issued they will be ignored. Decreasing this limit may improve performance on bandwidth limited devices. Increase this limit if you find that not all objects are being drawn in a frame.
var rendering/gl_compatibility/item_buffer_size : int = 16384
Property Value
rendering/gl_compatibility/nvidia_disable_threaded_optimization
If true
, disables the threaded optimization feature from the NVIDIA drivers, which are known to cause stuttering in most OpenGL applications.
Note: This setting only works on Windows, as threaded optimization is disabled by default on other platforms.
var rendering/gl_compatibility/nvidia_disable_threaded_optimization : bool = true
Property Value
rendering/global_illumination/gi/use_half_resolution
If true
, renders VoxelGI and SDFGI (sdfgi_enabled) buffers at halved resolution (e.g. 960×540 when the viewport size is 1920×1080). This improves performance significantly when VoxelGI or SDFGI is enabled, at the cost of artifacts that may be visible on polygon edges. The loss in quality becomes less noticeable as the viewport resolution increases. LightmapGI rendering is not affected by this setting.
Note: This property is only read when the project starts. To set half-resolution GI at run-time, call RenderingServer.gi_set_use_half_resolution instead.
var rendering/global_illumination/gi/use_half_resolution : bool = false
Property Value
rendering/global_illumination/sdfgi/frames_to_converge
The number of frames to use for converging signed distance field global illumination. Higher values lead to a less noisy result, at the cost of taking a longer time to fully converge. This means the scene's global illumination will be too dark for a longer period of time, especially when the camera moves fast. The actual convergence speed depends on rendered framerate. For example, with the default setting of 30 frames, rendering at 60 FPS will make SDFGI fully converge after 0.5 seconds. See also rendering/global_illumination/sdfgi/frames_to_update_lights and rendering/global_illumination/sdfgi/probe_ray_count.
Note: This property is only read when the project starts. To control SDFGI convergence speed at runtime, call RenderingServer.environment_set_sdfgi_frames_to_converge instead.
var rendering/global_illumination/sdfgi/frames_to_converge : int = 5
Property Value
rendering/global_illumination/sdfgi/frames_to_update_lights
The number of frames over which dynamic lights should be updated in signed distance field global illumination. Higher values take more time to update indirect lighting coming from dynamic lights, but result in better performance when many dynamic lights are present. See also rendering/global_illumination/sdfgi/frames_to_converge and rendering/global_illumination/sdfgi/probe_ray_count.
Note: This only affects Light3D nodes whose light_bake_mode is Light3D.BAKE_DYNAMIC (which is the default). Consider making non-moving lights use the Light3D.BAKE_STATIC bake mode to improve performance.
Note: This property is only read when the project starts. To control SDFGI light update speed at runtime, call RenderingServer.environment_set_sdfgi_frames_to_update_light instead.
var rendering/global_illumination/sdfgi/frames_to_update_lights : int = 2
Property Value
rendering/global_illumination/sdfgi/probe_ray_count
The number of rays to throw per frame when computing signed distance field global illumination. Higher values lead to a less noisy result, at the cost of performance. See also rendering/global_illumination/sdfgi/frames_to_converge and rendering/global_illumination/sdfgi/frames_to_update_lights.
Note: This property is only read when the project starts. To control SDFGI quality at runtime, call RenderingServer.environment_set_sdfgi_ray_count instead.
var rendering/global_illumination/sdfgi/probe_ray_count : int = 1
Property Value
rendering/global_illumination/voxel_gi/quality
The VoxelGI quality to use. High quality leads to more precise lighting and better reflections, but is slower to render. This setting does not affect the baked data and doesn't require baking the VoxelGI again to apply.
Note: This property is only read when the project starts. To control VoxelGI quality at runtime, call RenderingServer.voxel_gi_set_quality instead.
var rendering/global_illumination/voxel_gi/quality : int = 0
Property Value
rendering/lightmapping/bake_performance/max_rays_per_pass
The maximum number of rays that can be thrown per pass when baking lightmaps with LightmapGI. Depending on the scene, adjusting this value may result in higher GPU utilization when baking lightmaps, leading to faster bake times.
Note: Using a value that is too high for your system can cause crashes due to the GPU being unresponsive for long periods of time, and the graphics driver being reset by the OS.
var rendering/lightmapping/bake_performance/max_rays_per_pass : int = 4
Property Value
rendering/lightmapping/bake_performance/max_rays_per_probe_pass
The maximum number of rays that can be thrown per pass when baking dynamic object lighting in LightmapProbes with LightmapGI. Depending on the scene, adjusting this value may result in higher GPU utilization when baking lightmaps, leading to faster bake times.
Note: Using a value that is too high for your system can cause crashes due to the GPU being unresponsive for long periods of time, and the graphics driver being reset by the OS.
var rendering/lightmapping/bake_performance/max_rays_per_probe_pass : int = 64
Property Value
rendering/lightmapping/bake_performance/max_transparency_rays
The maximum number of retry rays that can be thrown per pass when hitting a transparent surface when baking lightmaps with LightmapGI. Depending on the scene, reducing this value may lead to faster bake times.
Note: Using a value that is too high for your system can cause crashes due to the GPU being unresponsive for long periods of time, and the graphics driver being reset by the OS.
var rendering/lightmapping/bake_performance/max_transparency_rays : int = 8
Property Value
rendering/lightmapping/bake_performance/region_size
The region size to use when baking lightmaps with LightmapGI. The specified value is rounded up to the nearest power of 2.
Note: Using a value that is too high for your system can cause crashes due to the GPU being unresponsive for long periods of time, and the graphics driver being reset by the OS.
var rendering/lightmapping/bake_performance/region_size : int = 512
Property Value
rendering/lightmapping/bake_quality/high_quality_probe_ray_count
The number of rays to use for baking dynamic object lighting in LightmapProbes when quality is LightmapGI.BAKE_QUALITY_HIGH.
var rendering/lightmapping/bake_quality/high_quality_probe_ray_count : int = 512
Property Value
rendering/lightmapping/bake_quality/high_quality_ray_count
The number of rays to use for baking lightmaps with LightmapGI when quality is LightmapGI.BAKE_QUALITY_HIGH.
var rendering/lightmapping/bake_quality/high_quality_ray_count : int = 512
Property Value
rendering/lightmapping/bake_quality/low_quality_probe_ray_count
The number of rays to use for baking dynamic object lighting in LightmapProbes when quality is LightmapGI.BAKE_QUALITY_LOW.
var rendering/lightmapping/bake_quality/low_quality_probe_ray_count : int = 64
Property Value
rendering/lightmapping/bake_quality/low_quality_ray_count
The number of rays to use for baking lightmaps with LightmapGI when quality is LightmapGI.BAKE_QUALITY_LOW.
var rendering/lightmapping/bake_quality/low_quality_ray_count : int = 32
Property Value
rendering/lightmapping/bake_quality/medium_quality_probe_ray_count
The number of rays to use for baking dynamic object lighting in LightmapProbes when quality is LightmapGI.BAKE_QUALITY_MEDIUM.
var rendering/lightmapping/bake_quality/medium_quality_probe_ray_count : int = 256
Property Value
rendering/lightmapping/bake_quality/medium_quality_ray_count
The number of rays to use for baking lightmaps with LightmapGI when quality is LightmapGI.BAKE_QUALITY_MEDIUM.
var rendering/lightmapping/bake_quality/medium_quality_ray_count : int = 128
Property Value
rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count
The number of rays to use for baking dynamic object lighting in LightmapProbes when quality is LightmapGI.BAKE_QUALITY_ULTRA.
var rendering/lightmapping/bake_quality/ultra_quality_probe_ray_count : int = 2048
Property Value
rendering/lightmapping/bake_quality/ultra_quality_ray_count
The number of rays to use for baking lightmaps with LightmapGI when quality is LightmapGI.BAKE_QUALITY_ULTRA.
var rendering/lightmapping/bake_quality/ultra_quality_ray_count : int = 2048
Property Value
rendering/lightmapping/denoising/denoiser
Denoiser tool used for denoising lightmaps.
Using OpenImageDenoise (OIDN) requires configuring a path to an OIDN executable in the editor settings at filesystem/tools/oidn/oidn_denoise_path. OIDN can be downloaded from OpenImageDenoise's downloads page.
OIDN will use GPU acceleration when available. Unlike JNLM which uses compute shaders for acceleration, OIDN uses vendor-specific acceleration methods. For GPU acceleration to be available, the following libraries must be installed on the system depending on your GPU:
NVIDIA GPUs: CUDA libraries
AMD GPUs: HIP libraries
Intel GPUs: SYCL libraries
If no GPU acceleration is configured on the system, multi-threaded CPU-based denoising will be performed instead. This CPU-based denoising is significantly slower than the JNLM denoiser in most cases.
var rendering/lightmapping/denoising/denoiser : int = 0
Property Value
rendering/lightmapping/lightmap_gi/use_bicubic_filter
If true
, applies a bicubic filter during lightmap sampling. This makes lightmaps look much smoother, at a moderate performance cost.
Note: The bicubic filter exaggerates the 'bleeding' effect that occurs when a lightmap's resolution is low enough.
var rendering/lightmapping/lightmap_gi/use_bicubic_filter : bool = true
Property Value
rendering/lightmapping/primitive_meshes/texel_size
The texel_size that is used to calculate the lightmap_size_hint on PrimitiveMesh resources if add_uv2 is enabled.
var rendering/lightmapping/primitive_meshes/texel_size : float = 0.2
Property Value
rendering/lightmapping/probe_capture/update_speed
The framerate-independent update speed when representing dynamic object lighting from LightmapProbes. Higher values make dynamic object lighting update faster. Higher values can prevent fast-moving objects from having "outdated" indirect lighting displayed on them, at the cost of possible flickering when an object moves from a bright area to a shaded area.
var rendering/lightmapping/probe_capture/update_speed : float = 15
Property Value
rendering/lights_and_shadows/directional_shadow/16_bits
Use 16 bits for the directional shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.
var rendering/lights_and_shadows/directional_shadow/16_bits : bool = true
Property Value
rendering/lights_and_shadows/directional_shadow/size
The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value is rounded up to the nearest power of 2.
var rendering/lights_and_shadows/directional_shadow/size : int = 4096
Property Value
rendering/lights_and_shadows/directional_shadow/size.mobile
Lower-end override for rendering/lights_and_shadows/directional_shadow/size on mobile devices, due to performance concerns or driver support.
var rendering/lights_and_shadows/directional_shadow/size.mobile : int = 2048
Property Value
rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality
Quality setting for shadows cast by DirectionalLight3Ds. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
Note: The Soft Very Low setting will automatically multiply constant shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in shadow_blur, not the variable blur performed by DirectionalLight3Ds' light_angular_distance.
Note: The Soft High and Soft Ultra settings will automatically multiply constant shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
var rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality : int = 2
Property Value
rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality.mobile
Lower-end override for rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality on mobile devices, due to performance concerns or driver support.
var rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality.mobile : int = 0
Property Value
rendering/lights_and_shadows/positional_shadow/atlas_16_bits
Use 16 bits for the omni/spot shadow depth map. Enabling this results in shadows having less precision and may result in shadow acne, but can lead to performance improvements on some devices.
var rendering/lights_and_shadows/positional_shadow/atlas_16_bits : bool = true
Property Value
rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
var rendering/lights_and_shadows/positional_shadow/atlas_quadrant_0_subdiv : int = 2
Property Value
rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
var rendering/lights_and_shadows/positional_shadow/atlas_quadrant_1_subdiv : int = 2
Property Value
rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
var rendering/lights_and_shadows/positional_shadow/atlas_quadrant_2_subdiv : int = 3
Property Value
rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv
Subdivision quadrant size for shadow mapping. See shadow mapping documentation.
var rendering/lights_and_shadows/positional_shadow/atlas_quadrant_3_subdiv : int = 4
Property Value
rendering/lights_and_shadows/positional_shadow/atlas_size
Size for shadow atlas (used for OmniLights and SpotLights). See documentation.
var rendering/lights_and_shadows/positional_shadow/atlas_size : int = 4096
Property Value
rendering/lights_and_shadows/positional_shadow/atlas_size.mobile
Lower-end override for rendering/lights_and_shadows/positional_shadow/atlas_size on mobile devices, due to performance concerns or driver support.
var rendering/lights_and_shadows/positional_shadow/atlas_size.mobile : int = 2048
Property Value
rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality
Quality setting for shadows cast by OmniLight3Ds and SpotLight3Ds. Higher quality settings use more samples when reading from shadow maps and are thus slower. Low quality settings may result in shadows looking grainy.
Note: The Soft Very Low setting will automatically multiply constant shadow blur by 0.75x to reduce the amount of noise visible. This automatic blur change only affects the constant blur factor defined in shadow_blur, not the variable blur performed by DirectionalLight3Ds' light_angular_distance.
Note: The Soft High and Soft Ultra settings will automatically multiply shadow blur by 1.5× and 2× respectively to make better use of the increased sample count. This increased blur also improves stability of dynamic object shadows.
var rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality : int = 2
Property Value
rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality.mobile
Lower-end override for rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality on mobile devices, due to performance concerns or driver support.
var rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality.mobile : int = 0
Property Value
rendering/lights_and_shadows/tighter_shadow_caster_culling
If true
, items that cannot cast shadows into the view frustum will not be rendered into shadow maps.
This can increase performance.
var rendering/lights_and_shadows/tighter_shadow_caster_culling : bool = true
Property Value
rendering/lights_and_shadows/use_physical_light_units
Enables the use of physically based units for light sources. Physically based units tend to be much larger than the arbitrary units used by Godot, but they can be used to match lighting within Godot to real-world lighting. Due to the large dynamic range of lighting conditions present in nature, Godot bakes exposure into the various lighting quantities before rendering. Most light sources bake exposure automatically at run time based on the active CameraAttributes resource, but LightmapGI and VoxelGI require a CameraAttributes resource to be set at bake time to reduce the dynamic range. At run time, Godot will automatically reconcile the baked exposure with the active exposure to ensure lighting remains consistent.
var rendering/lights_and_shadows/use_physical_light_units : bool = false
Property Value
rendering/limits/cluster_builder/max_clustered_elements
The maximum number of clustered elements (OmniLight3D + SpotLight3D + Decal + ReflectionProbe) that can be rendered at once in the camera view. If there are more clustered elements present in the camera view, some of them will not be rendered (leading to pop-in during camera movement). Enabling distance fade on lights and decals (distance_fade_enabled, distance_fade_enabled) can help avoid reaching this limit.
Decreasing this value may improve GPU performance on certain setups, even if the maximum number of clustered elements is never reached in the project.
Note: This setting is only effective when using the Forward+ rendering method, not Mobile and Compatibility.
var rendering/limits/cluster_builder/max_clustered_elements : float = 512
Property Value
rendering/limits/global_shader_variables/buffer_size
The maximum number of uniforms that can be used by the global shader uniform buffer. Each item takes up one slot. In other words, a single uniform float and a uniform vec4 will take the same amount of space in the buffer.
Note: When using the Compatibility renderer, most mobile devices (and all web exports) will be limited to a maximum size of 1024 due to hardware constraints.
var rendering/limits/global_shader_variables/buffer_size : int = 65536
Property Value
rendering/limits/opengl/max_lights_per_object
Max number of omnilights and spotlights renderable per object. At the default value of 8, this means that each surface can be affected by up to 8 omnilights and 8 spotlights. This is further limited by hardware support and rendering/limits/opengl/max_renderable_lights. Setting this low will slightly reduce memory usage, may decrease shader compile times, and may result in faster rendering on low-end, mobile, or web devices.
Note: This setting is only effective when using the Compatibility rendering method, not Forward+ and Mobile.
var rendering/limits/opengl/max_lights_per_object : int = 8
Property Value
rendering/limits/opengl/max_renderable_elements
Max number of elements renderable in a frame. If more elements than this are visible per frame, they will not be drawn. Keep in mind elements refer to mesh surfaces and not meshes themselves. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
Note: This setting is only effective when using the Compatibility rendering method, not Forward+ and Mobile.
var rendering/limits/opengl/max_renderable_elements : int = 65536
Property Value
rendering/limits/opengl/max_renderable_lights
Max number of positional lights renderable in a frame. If more lights than this number are used, they will be ignored. Setting this low will slightly reduce memory usage and may decrease shader compile times, particularly on web. For most uses, the default value is suitable, but consider lowering as much as possible on web export.
Note: This setting is only effective when using the Compatibility rendering method, not Forward+ and Mobile.
var rendering/limits/opengl/max_renderable_lights : int = 32
Property Value
rendering/limits/spatial_indexer/threaded_cull_minimum_instances
The minimum number of instances that must be present in a scene to enable culling computations on multiple threads. If a scene has fewer instances than this number, culling is done on a single thread.
var rendering/limits/spatial_indexer/threaded_cull_minimum_instances : int = 1000
Property Value
rendering/limits/spatial_indexer/update_iterations_per_frame
var rendering/limits/spatial_indexer/update_iterations_per_frame : int = 10
Property Value
rendering/limits/time/time_rollover_secs
Maximum time (in seconds) before the TIME
shader built-in variable rolls over. The TIME
variable increments by delta
each frame, and when it exceeds this value, it rolls over to 0.0
. Since large floating-point values are less precise than small floating-point values, this should be set as low as possible to maximize the precision of the TIME
built-in variable in shaders. This is especially important on mobile platforms where precision in shaders is significantly reduced. However, if this is set too low, shader animations may appear to restart from the beginning while the project is running.
On desktop platforms, values below 4096
are recommended, ideally below 2048
. On mobile platforms, values below 64
are recommended, ideally below 32
.
var rendering/limits/time/time_rollover_secs : float = 3600
Property Value
rendering/mesh_lod/lod_change/threshold_pixels
The automatic LOD bias to use for meshes rendered within the ReflectionProbe. Higher values will use less detailed versions of meshes that have LOD variations generated. If set to 0.0
, automatic LOD is disabled. Increase rendering/mesh_lod/lod_change/threshold_pixels to improve performance at the cost of geometry detail.
Note: rendering/mesh_lod/lod_change/threshold_pixels does not affect GeometryInstance3D visibility ranges (also known as "manual" LOD or hierarchical LOD).
Note: This property is only read when the project starts. To adjust the automatic LOD threshold at runtime, set mesh_lod_threshold on the root Viewport.
var rendering/mesh_lod/lod_change/threshold_pixels : float = 1.0
Property Value
rendering/occlusion_culling/bvh_build_quality
The Bounding Volume Hierarchy quality to use when rendering the occlusion culling buffer. Higher values will result in more accurate occlusion culling, at the cost of higher CPU usage. See also rendering/occlusion_culling/occlusion_rays_per_thread.
Note: This property is only read when the project starts. To adjust the BVH build quality at runtime, use RenderingServer.viewport_set_occlusion_culling_build_quality.
var rendering/occlusion_culling/bvh_build_quality : int = 2
Property Value
rendering/occlusion_culling/jitter_projection
If true
, the projection used for rendering the occlusion buffer will be jittered. This can help prevent objects being incorrectly culled when visible through small gaps.
var rendering/occlusion_culling/jitter_projection : bool = true
Property Value
rendering/occlusion_culling/occlusion_rays_per_thread
The number of occlusion rays traced per CPU thread. Higher values will result in more accurate occlusion culling, at the cost of higher CPU usage. The occlusion culling buffer's pixel count is roughly equal to occlusion_rays_per_thread * number_of_logical_cpu_cores
, so it will depend on the system's CPU. Therefore, CPUs with fewer cores will use a lower resolution to attempt keeping performance costs even across devices. See also rendering/occlusion_culling/bvh_build_quality.
Note: This property is only read when the project starts. To adjust the number of occlusion rays traced per thread at runtime, use RenderingServer.viewport_set_occlusion_rays_per_thread.
var rendering/occlusion_culling/occlusion_rays_per_thread : int = 512
Property Value
rendering/occlusion_culling/use_occlusion_culling
If true
, OccluderInstance3D nodes will be usable for occlusion culling in 3D in the root viewport. In custom viewports, use_occlusion_culling must be set to true
instead.
Note: Enabling occlusion culling has a cost on the CPU. Only enable occlusion culling if you actually plan to use it. Large open scenes with few or no objects blocking the view will generally not benefit much from occlusion culling. Large open scenes generally benefit more from mesh LOD and visibility ranges (visibility_range_begin and visibility_range_end) compared to occlusion culling.
Note: Due to memory constraints, occlusion culling is not supported by default in Web export templates. It can be enabled by compiling custom Web export templates with module_raycast_enabled=yes
.
var rendering/occlusion_culling/use_occlusion_culling : bool = false
Property Value
rendering/reflections/reflection_atlas/reflection_count
Number of cubemaps to store in the reflection atlas. The number of ReflectionProbes in a scene will be limited by this amount. A higher number requires more VRAM.
var rendering/reflections/reflection_atlas/reflection_count : int = 64
Property Value
rendering/reflections/reflection_atlas/reflection_size
Size of cubemap faces for ReflectionProbes. A higher number requires more VRAM and may make reflection probe updating slower.
var rendering/reflections/reflection_atlas/reflection_size : int = 256
Property Value
rendering/reflections/reflection_atlas/reflection_size.mobile
Lower-end override for rendering/reflections/reflection_atlas/reflection_size on mobile devices, due to performance concerns or driver support.
var rendering/reflections/reflection_atlas/reflection_size.mobile : int = 128
Property Value
rendering/reflections/sky_reflections/fast_filter_high_quality
Use a higher quality variant of the fast filtering algorithm. Significantly slower than using default quality, but results in smoother reflections. Should only be used when the scene is especially detailed.
var rendering/reflections/sky_reflections/fast_filter_high_quality : bool = false
Property Value
rendering/reflections/sky_reflections/ggx_samples
Sets the number of samples to take when using importance sampling for Skys and ReflectionProbes. A higher value will result in smoother, higher quality reflections, but increases time to calculate radiance maps. In general, fewer samples are needed for simpler, low dynamic range environments while more samples are needed for HDR environments and environments with a high level of detail.
var rendering/reflections/sky_reflections/ggx_samples : int = 32
Property Value
rendering/reflections/sky_reflections/ggx_samples.mobile
Lower-end override for rendering/reflections/sky_reflections/ggx_samples on mobile devices, due to performance concerns or driver support.
var rendering/reflections/sky_reflections/ggx_samples.mobile : int = 16
Property Value
rendering/reflections/sky_reflections/roughness_layers
Limits the number of layers to use in radiance maps when using importance sampling. A lower number will be slightly faster and take up less VRAM.
var rendering/reflections/sky_reflections/roughness_layers : int = 8
Property Value
rendering/reflections/sky_reflections/texture_array_reflections
If true
, uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise and upscaling artifacts on reflections, but is significantly slower to compute and uses rendering/reflections/sky_reflections/roughness_layers times more memory.
var rendering/reflections/sky_reflections/texture_array_reflections : bool = true
Property Value
rendering/reflections/sky_reflections/texture_array_reflections.mobile
Lower-end override for rendering/reflections/sky_reflections/texture_array_reflections on mobile devices, due to performance concerns or driver support.
var rendering/reflections/sky_reflections/texture_array_reflections.mobile : bool = false
Property Value
rendering/renderer/rendering_method
Sets the renderer that will be used by the project. Options are:
forward_plus (Forward+): High-end renderer designed for desktop devices. Has a higher base overhead, but scales well with complex scenes. Not suitable for older devices or mobile.
mobile (Mobile): Modern renderer designed for mobile devices. Has a lower base overhead than Forward+, but does not scale as well to large scenes with many elements.
gl_compatibility (Compatibility): Low-end renderer designed for older devices. Based on the limitations of the OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2 APIs.
This can be overridden using the --rendering-method <method>
command line argument.
Note: The actual rendering method may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering method that is used at runtime, use get_current_rendering_method instead of reading this project setting's value.
var rendering/renderer/rendering_method : String = "forward_plus"
Property Value
rendering/renderer/rendering_method.mobile
Override for rendering/renderer/rendering_method on mobile devices.
var rendering/renderer/rendering_method.mobile : String = "mobile"
Property Value
rendering/renderer/rendering_method.web
Override for rendering/renderer/rendering_method on web.
var rendering/renderer/rendering_method.web : String = "gl_compatibility"
Property Value
rendering/rendering_device/d3d12/agility_sdk_version
Version code of the Direct3D 12 Agility SDK to use (D3D12SDKVersion
). This must match the minor version that is installed next to the editor binary and in the export templates directory for the current editor version. For example, if you have 1.613.3
installed, you need to input 613
here.
var rendering/rendering_device/d3d12/agility_sdk_version : int = 613
Property Value
rendering/rendering_device/d3d12/max_misc_descriptors_per_frame
The number of entries in the miscellaneous descriptors heap the Direct3D 12 rendering driver uses each frame, used for various operations like clearing a texture.
Depending on the complexity of scenes, this value may be lowered or may need to be raised.
var rendering/rendering_device/d3d12/max_misc_descriptors_per_frame : int = 512
Property Value
rendering/rendering_device/d3d12/max_resource_descriptors_per_frame
The number of entries in the resource descriptors heap the Direct3D 12 rendering driver uses each frame, used for most rendering operations.
Depending on the complexity of scenes, this value may be lowered or may need to be raised.
var rendering/rendering_device/d3d12/max_resource_descriptors_per_frame : int = 16384
Property Value
rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame
The number of entries in the sampler descriptors heap the Direct3D 12 rendering driver uses each frame, used for most rendering operations.
Depending on the complexity of scenes, this value may be lowered or may need to be raised.
var rendering/rendering_device/d3d12/max_sampler_descriptors_per_frame : int = 1024
Property Value
rendering/rendering_device/driver
Sets the driver to be used by the renderer when using a RenderingDevice-based renderer like the Forward+ or Mobile renderers. Editing this property has no effect in the default configuration, as first-party platforms each have platform-specific overrides. Use those overrides to configure the driver for each platform.
This can be overridden using the --rendering-driver <driver>
command line argument.
Supported values are:
metal
, Metal (supported on Apple Silicon Macs and iOS).vulkan
, Vulkan (supported on all desktop and mobile platforms).d3d12
, Direct3D 12 (supported on Windows).
Note: The availability of these options depends on whether the engine was compiled with support for them (determined by SCons options vulkan
, metal
, and d3d12
).
Note: If a given platform has no registered drivers, it can fall back to the Compatibility renderer (OpenGL 3) if rendering/rendering_device/fallback_to_opengl3 is enabled. This fallback happens automatically for the Web platform regardless of that property.
Note: The actual rendering driver may be automatically changed by the engine as a result of a fallback, or a user-specified command line argument. To get the actual rendering driver that is used at runtime, use get_current_rendering_driver_name instead of reading this project setting's value.
var rendering/rendering_device/driver : String = "vulkan"
Property Value
rendering/rendering_device/driver.android
Android override for rendering/rendering_device/driver.
Only one option is supported:
vulkan
, Vulkan from native drivers.
Note: If Vulkan was disabled at compile time, there is no alternative RenderingDevice driver.
var rendering/rendering_device/driver.android : String = "vulkan"
Property Value
rendering/rendering_device/driver.ios
iOS override for rendering/rendering_device/driver.
Two options are supported:
metal
(default), Metal from native drivers.vulkan
, Vulkan over Metal via MoltenVK.
var rendering/rendering_device/driver.ios : String = "metal"
Property Value
rendering/rendering_device/driver.linuxbsd
LinuxBSD override for rendering/rendering_device/driver.
Only one option is supported:
vulkan
, Vulkan from native drivers.
Note: If Vulkan was disabled at compile time, there is no alternative RenderingDevice driver.
var rendering/rendering_device/driver.linuxbsd : String = "vulkan"
Property Value
rendering/rendering_device/driver.macos
macOS override for rendering/rendering_device/driver.
Two options are supported:
metal
(default), Metal from native drivers, only supported on Apple Silicon Macs. On Intel Macs, it will automatically fall back tovulkan
as Metal support is not implemented.vulkan
, Vulkan over Metal via MoltenVK, supported on both Apple Silicon and Intel Macs.
var rendering/rendering_device/driver.macos : String = "metal"
Property Value
rendering/rendering_device/driver.windows
Windows override for rendering/rendering_device/driver.
Two options are supported:
vulkan
(default), Vulkan from native drivers. If rendering/rendering_device/fallback_to_vulkan is enabled, this is used as a fallback if Direct3D 12 is not supported.d3d12
, Direct3D 12 from native drivers. If rendering/rendering_device/fallback_to_d3d12 is enabled, this is used as a fallback if Vulkan is not supported.
var rendering/rendering_device/driver.windows : String = "vulkan"
Property Value
rendering/rendering_device/fallback_to_d3d12
If true
, the forward renderer will fall back to Direct3D 12 if Vulkan is not supported. The fallback is always attempted regardless of this setting if Vulkan driver support was disabled at compile time.
Note: This setting is implemented only on Windows.
var rendering/rendering_device/fallback_to_d3d12 : bool = true
Property Value
rendering/rendering_device/fallback_to_opengl3
If true
, the forward renderer will fall back to OpenGL 3 if Direct3D 12, Metal, and Vulkan are not supported.
Note: This setting is implemented only on Windows, Android, macOS, iOS, and Linux/X11.
var rendering/rendering_device/fallback_to_opengl3 : bool = true
Property Value
rendering/rendering_device/fallback_to_vulkan
If true
, the forward renderer will fall back to Vulkan if Direct3D 12 (on Windows) or Metal (on macOS x86_64) are not supported. The fallback is always attempted regardless of this setting if Direct3D 12 (Windows) or Metal (macOS) driver support was disabled at compile time.
Note: This setting is implemented only on Windows and macOS.
var rendering/rendering_device/fallback_to_vulkan : bool = true
Property Value
rendering/rendering_device/pipeline_cache/enable
Enable the pipeline cache that is saved to disk if the graphics API supports it.
Note: This property is unable to control the pipeline caching the GPU driver itself does. Only turn this off along with deleting the contents of the driver's cache if you wish to simulate the experience a user will get when starting the game for the first time.
var rendering/rendering_device/pipeline_cache/enable : bool = true
Property Value
rendering/rendering_device/pipeline_cache/save_chunk_size_mb
Determines at which interval pipeline cache is saved to disk. The lower the value, the more often it is saved.
var rendering/rendering_device/pipeline_cache/save_chunk_size_mb : float = 3.0
Property Value
rendering/rendering_device/staging_buffer/block_size_kb
The size of a block allocated in the staging buffers. Staging buffers are the intermediate resources the engine uses to upload or download data to the GPU. This setting determines the max amount of data that can be transferred in a copy operation. Increasing this will result in faster data transfers at the cost of extra memory.
Note: This property is only read when the project starts. There is currently no way to change this value at run-time.
var rendering/rendering_device/staging_buffer/block_size_kb : int = 256
Property Value
rendering/rendering_device/staging_buffer/max_size_mb
The maximum amount of memory allowed to be used by staging buffers. If the amount of data being uploaded or downloaded exceeds this amount, the GPU will stall and wait for previous frames to finish.
Note: This property is only read when the project starts. There is currently no way to change this value at run-time.
var rendering/rendering_device/staging_buffer/max_size_mb : int = 128
Property Value
rendering/rendering_device/staging_buffer/texture_download_region_size_px
The region size in pixels used to download texture data from the GPU when using methods like RenderingDevice.texture_get_data_async.
Note: This property's upper limit is controlled by rendering/rendering_device/staging_buffer/block_size_kb and whether it's possible to allocate a single block of texture data with this region size in the format that is requested.
Note: This property is only read when the project starts. There is currently no way to change this value at run-time.
var rendering/rendering_device/staging_buffer/texture_download_region_size_px : int = 64
Property Value
rendering/rendering_device/staging_buffer/texture_upload_region_size_px
The region size in pixels used to upload texture data from the GPU when using methods like RenderingDevice.texture_update.
Note: This property's upper limit is controlled by rendering/rendering_device/staging_buffer/block_size_kb and whether it's possible to allocate a single block of texture data with this region size in the format that is requested.
Note: This property is only read when the project starts. There is currently no way to change this value at run-time.
var rendering/rendering_device/staging_buffer/texture_upload_region_size_px : int = 64
Property Value
rendering/rendering_device/vsync/frame_queue_size
The number of frames to track on the CPU side before stalling to wait for the GPU.
Try the V-Sync Simulator, an interactive interface that simulates presentation to better understand how it is affected by different variables under various conditions.
Note: This property is only read when the project starts. There is currently no way to change this value at run-time.
var rendering/rendering_device/vsync/frame_queue_size : int = 2
Property Value
rendering/rendering_device/vsync/swapchain_image_count
The number of images the swapchain will consist of (back buffers + front buffer).
2
corresponds to double-buffering and 3
to triple-buffering.
Double-buffering may give you the lowest lag/latency but if V-Sync is on and the system can't render at 60 fps, the framerate will go down in multiples of it (e.g. 30 fps, 15, 7.5, etc.). Triple buffering gives you higher framerate (specially if the system can't reach a constant 60 fps) at the cost of up to 1 frame of latency, with DisplayServer.VSYNC_ENABLED (FIFO).
Use double-buffering with DisplayServer.VSYNC_ENABLED. Triple-buffering is a must if you plan on using DisplayServer.VSYNC_MAILBOX mode.
Try the V-Sync Simulator, an interactive interface that simulates presentation to better understand how it is affected by different variables under various conditions.
Note: This property is only read when the project starts. There is currently no way to change this value at run-time.
Note: Some platforms may restrict the actual value.
var rendering/rendering_device/vsync/swapchain_image_count : int = 3
Property Value
rendering/rendering_device/vulkan/max_descriptors_per_pool
The number of descriptors per pool. Godot's Vulkan backend uses linear pools for descriptors that will be created and destroyed within a single frame. Instead of destroying every single descriptor every frame, they all can be destroyed at once by resetting the pool they belong to.
A larger number is more efficient up to a limit, after that it will only waste RAM (maximum efficiency is achieved when there is no more than 1 pool per frame). A small number could end up with one pool per descriptor, which negatively impacts performance.
Note: Changing this property requires a restart to take effect.
var rendering/rendering_device/vulkan/max_descriptors_per_pool : int = 64
Property Value
rendering/scaling_3d/fsr_sharpness
Determines how sharp the upscaled image will be when using the FSR upscaling mode. Sharpness halves with every whole number. Values go from 0.0 (sharpest) to 2.0. Values above 2.0 won't make a visible difference.
var rendering/scaling_3d/fsr_sharpness : float = 0.2
Property Value
rendering/scaling_3d/mode
Sets the scaling 3D mode. Bilinear scaling renders at different resolution to either undersample or supersample the viewport. FidelityFX Super Resolution 1.0, abbreviated to FSR, is an upscaling technology that produces high quality images at fast framerates by using a spatially-aware upscaling algorithm. FSR is slightly more expensive than bilinear, but it produces significantly higher image quality. On particularly low-end GPUs, the added cost of FSR may not be worth it (compared to using bilinear scaling with a slightly higher resolution scale to match performance).
Note: FSR is only effective when using the Forward+ rendering method, not Mobile or Compatibility. If using an incompatible rendering method, FSR will fall back to bilinear scaling.
var rendering/scaling_3d/mode : int = 0
Property Value
rendering/scaling_3d/mode.ios
iOS override for rendering/scaling_3d/mode. This allows selecting the MetalFX spatial and MetalFX temporal scaling modes, which are exclusive to platforms where the Metal rendering driver is used.
var rendering/scaling_3d/mode.ios : int
Property Value
rendering/scaling_3d/mode.macos
macOS override for rendering/scaling_3d/mode. This allows selecting the MetalFX spatial and MetalFX temporal scaling modes, which are exclusive to platforms where the Metal rendering driver is used.
var rendering/scaling_3d/mode.macos : int
Property Value
rendering/scaling_3d/scale
Scales the 3D render buffer based on the viewport size uses an image filter specified in rendering/scaling_3d/mode to scale the output image to the full viewport size. Values lower than 1.0
can be used to speed up 3D rendering at the cost of quality (undersampling). Values greater than 1.0
are only valid for bilinear mode and can be used to improve 3D rendering quality at a high performance cost (supersampling). See also rendering/anti_aliasing/quality/msaa_3d for multi-sample antialiasing, which is significantly cheaper but only smooths the edges of polygons.
var rendering/scaling_3d/scale : float = 1.0
Property Value
rendering/shader_compiler/shader_cache/compress
var rendering/shader_compiler/shader_cache/compress : bool = true
Property Value
rendering/shader_compiler/shader_cache/enabled
Enable the shader cache, which stores compiled shaders to disk to prevent stuttering from shader compilation the next time the shader is needed.
var rendering/shader_compiler/shader_cache/enabled : bool = true
Property Value
rendering/shader_compiler/shader_cache/strip_debug
var rendering/shader_compiler/shader_cache/strip_debug : bool = false
Property Value
rendering/shader_compiler/shader_cache/strip_debug.release
var rendering/shader_compiler/shader_cache/strip_debug.release : bool = true
Property Value
rendering/shader_compiler/shader_cache/use_zstd_compression
var rendering/shader_compiler/shader_cache/use_zstd_compression : bool = true
Property Value
rendering/shading/overrides/force_lambert_over_burley
If true
, uses faster but lower-quality Lambert material lighting model instead of Burley.
var rendering/shading/overrides/force_lambert_over_burley : bool = false
Property Value
rendering/shading/overrides/force_lambert_over_burley.mobile
Lower-end override for rendering/shading/overrides/force_lambert_over_burley on mobile devices, due to performance concerns or driver support.
var rendering/shading/overrides/force_lambert_over_burley.mobile : bool = true
Property Value
rendering/shading/overrides/force_vertex_shading
If true
, forces vertex shading for all rendering. This can increase performance a lot, but also reduces quality immensely. Can be used to optimize performance on low-end mobile devices.
var rendering/shading/overrides/force_vertex_shading : bool = false
Property Value
rendering/textures/canvas_textures/default_texture_filter
The default texture filtering mode to use for CanvasItems built-in texture. In shaders, this texture is accessed as TEXTURE
.
Note: For pixel art aesthetics, see also rendering/2d/snap/snap_2d_vertices_to_pixel and rendering/2d/snap/snap_2d_transforms_to_pixel.
var rendering/textures/canvas_textures/default_texture_filter : int = 1
Property Value
rendering/textures/canvas_textures/default_texture_repeat
The default texture repeating mode to use for CanvasItems built-in texture. In shaders, this texture is accessed as TEXTURE
.
var rendering/textures/canvas_textures/default_texture_repeat : int = 0
Property Value
rendering/textures/decals/filter
The filtering quality to use for Decal nodes. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by rendering/textures/default_filters/anisotropic_filtering_level.
var rendering/textures/decals/filter : int = 3
Property Value
rendering/textures/default_filters/anisotropic_filtering_level
Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of 0
forcibly disables anisotropic filtering, even on materials where it is enabled.
The anisotropic filtering level also affects decals and light projectors if they are configured to use anisotropic filtering. See rendering/textures/decals/filter and rendering/textures/light_projectors/filter.
Note: In 3D, for this setting to have an effect, set texture_filter to BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC or BaseMaterial3D.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC on materials.
Note: In 2D, for this setting to have an effect, set texture_filter to CanvasItem.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC or CanvasItem.TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC on the CanvasItem node displaying the texture (or in CanvasTexture). However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference.
Note: This property is only read when the project starts. To change the anisotropic filtering level at runtime, set anisotropic_filtering_level on the root Viewport instead.
var rendering/textures/default_filters/anisotropic_filtering_level : int = 2
Property Value
rendering/textures/default_filters/texture_mipmap_bias
Affects the final texture sharpness by reading from a lower or higher mipmap (also called "texture LOD bias"). Negative values make mipmapped textures sharper but grainier when viewed at a distance, while positive values make mipmapped textures blurrier (even when up close).
Enabling temporal antialiasing (rendering/anti_aliasing/quality/use_taa) will automatically apply a -0.5
offset to this value, while enabling FXAA (rendering/anti_aliasing/quality/screen_space_aa) will automatically apply a -0.25
offset to this value. If both TAA and FXAA are enabled at the same time, an offset of -0.75
is applied to this value.
Note: If rendering/scaling_3d/scale is lower than 1.0
(exclusive), rendering/textures/default_filters/texture_mipmap_bias is used to adjust the automatic mipmap bias which is calculated internally based on the scale factor. The formula for this is log2(scaling_3d_scale) + mipmap_bias
.
var rendering/textures/default_filters/texture_mipmap_bias : float = 0.0
Property Value
rendering/textures/default_filters/use_nearest_mipmap_filter
If true
, uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If false
, linear mipmap filtering (also called "trilinear filtering") is used.
Note: This property is only read when the project starts. There is currently no way to change this setting at run-time.
var rendering/textures/default_filters/use_nearest_mipmap_filter : bool = false
Property Value
rendering/textures/light_projectors/filter
The filtering quality to use for OmniLight3D and SpotLight3D projectors. When using one of the anisotropic filtering modes, the anisotropic filtering level is controlled by rendering/textures/default_filters/anisotropic_filtering_level.
var rendering/textures/light_projectors/filter : int = 3
Property Value
rendering/textures/lossless_compression/force_png
If true
, the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
var rendering/textures/lossless_compression/force_png : bool = false
Property Value
rendering/textures/vram_compression/cache_gpu_compressor
If true
, the GPU texture compressor will cache the local RenderingDevice and its resources (shaders and pipelines), allowing for faster subsequent imports at a memory cost.
var rendering/textures/vram_compression/cache_gpu_compressor : bool = true
Property Value
rendering/textures/vram_compression/compress_with_gpu
If true
, the texture importer will utilize the GPU for compressing textures, improving the import time of large images.
Note: This only functions on a device which supports either Vulkan, Direct3D 12, or Metal as a rendering driver.
Note: Currently this only affects certain compressed formats (BC1, BC3, BC4, BC5, and BC6), all of which are exclusive to desktop platforms and consoles.
var rendering/textures/vram_compression/compress_with_gpu : bool = true
Property Value
rendering/textures/vram_compression/import_etc2_astc
If true
, the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm for lower quality textures and normal maps and Adaptable Scalable Texture Compression algorithm for high quality textures (in 4×4 block size).
Note: This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to false
.
Note: Changing this setting does not impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the .godot/imported/
folder located inside the project folder then restart the editor (see application/config/use_hidden_project_data_directory).
var rendering/textures/vram_compression/import_etc2_astc : bool = false
Property Value
rendering/textures/vram_compression/import_s3tc_bptc
If true
, the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm (DXT1-5) for lower quality textures and the BPTC algorithm (BC6H and BC7) for high quality textures. This algorithm is only supported on PC desktop platforms and consoles.
Note: This setting is an override. The texture importer will always import the format the host platform needs, even if this is set to false
.
Note: Changing this setting does not impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the .godot/imported/
folder located inside the project folder then restart the editor (see application/config/use_hidden_project_data_directory).
var rendering/textures/vram_compression/import_s3tc_bptc : bool = false
Property Value
rendering/textures/webp_compression/compression_method
The default compression method for WebP. Affects both lossy and lossless WebP. A higher value results in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression method. Supported values are 0 to 6. Note that compression methods above 4 are very slow and offer very little savings.
var rendering/textures/webp_compression/compression_method : int = 2
Property Value
rendering/textures/webp_compression/lossless_compression_factor
The default compression factor for lossless WebP. Decompression speed is mostly unaffected by the compression factor. Supported values are 0 to 100.
var rendering/textures/webp_compression/lossless_compression_factor : float = 25
Property Value
rendering/viewport/hdr_2d
If true
, enables use_hdr_2d on the root viewport. 2D rendering will use an high dynamic range (HDR) format framebuffer matching the bit depth of the 3D framebuffer. When using the Forward+ renderer this will be an RGBA16
framebuffer, while when using the Mobile renderer it will be an RGB10_A2
framebuffer. Additionally, 2D rendering will take place in linear color space and will be converted to sRGB space immediately before blitting to the screen. Practically speaking, this means that the end result of the Viewport will not be clamped into the 0-1
range and can be used in 3D rendering without color space adjustments. This allows 2D rendering to take advantage of effects requiring high dynamic range (e.g. 2D glow) as well as substantially improves the appearance of effects requiring highly detailed gradients.
Note: This setting will have no effect when using the Compatibility renderer, which always renders in low dynamic range for performance reasons.
Note: This property is only read when the project starts. To toggle HDR 2D at runtime, set use_hdr_2d on the root Viewport.
var rendering/viewport/hdr_2d : bool = false
Property Value
rendering/viewport/transparent_background
If true
, enables transparent_bg on the root viewport. This allows per-pixel transparency to be effective after also enabling display/window/size/transparent and display/window/per_pixel_transparency/allowed.
var rendering/viewport/transparent_background : bool = false
Property Value
rendering/vrs/mode
Set the default Variable Rate Shading (VRS) mode for the main viewport. See vrs_mode to change this at runtime, and VRSMode for possible values.
var rendering/vrs/mode : int = 0
Property Value
rendering/vrs/texture
If rendering/vrs/mode is set to Texture, this is the path to default texture loaded as the VRS image.
The texture must use a lossless compression format so that colors can be matched precisely. The following VRS densities are mapped to various colors, with brighter colors representing a lower level of shading precision:
- 1×1 = rgb(0, 0, 0) - #000000
- 1×2 = rgb(0, 85, 0) - #005500
- 2×1 = rgb(85, 0, 0) - #550000
- 2×2 = rgb(85, 85, 0) - #555500
- 2×4 = rgb(85, 170, 0) - #55aa00
- 4×2 = rgb(170, 85, 0) - #aa5500
- 4×4 = rgb(170, 170, 0) - #aaaa00
- 4×8 = rgb(170, 255, 0) - #aaff00 - Not supported on most hardware
- 8×4 = rgb(255, 170, 0) - #ffaa00 - Not supported on most hardware
- 8×8 = rgb(255, 255, 0) - #ffff00 - Not supported on most hardware
var rendering/vrs/texture : String = ""
Property Value
threading/worker_pool/low_priority_thread_ratio
The ratio of WorkerThreadPool's threads that will be reserved for low-priority tasks. For example, if 10 threads are available and this value is set to 0.3
, 3 of the worker threads will be reserved for low-priority tasks. The actual value won't exceed the number of CPU cores minus one, and if possible, at least one worker thread will be dedicated to low-priority tasks.
var threading/worker_pool/low_priority_thread_ratio : float = 0.3
Property Value
threading/worker_pool/max_threads
Maximum number of threads to be used by WorkerThreadPool. Value of -1
means no limit.
var threading/worker_pool/max_threads : int = -1
Property Value
xr/openxr/binding_modifiers/analog_threshold
If true
, enables the analog threshold binding modifier if supported by the XR runtime.
var xr/openxr/binding_modifiers/analog_threshold : bool = false
Property Value
xr/openxr/binding_modifiers/dpad_binding
If true
, enables the D-pad binding modifier if supported by the XR runtime.
var xr/openxr/binding_modifiers/dpad_binding : bool = false
Property Value
xr/openxr/default_action_map
Action map configuration to load by default.
var xr/openxr/default_action_map : String = "res://openxr_action_map.tres"
Property Value
xr/openxr/enabled
If true
, Godot will setup and initialize OpenXR on startup.
var xr/openxr/enabled : bool = false
Property Value
xr/openxr/environment_blend_mode
Specify how OpenXR should blend in the environment. This is specific to certain AR and passthrough devices where camera images are blended in by the XR compositor.
var xr/openxr/environment_blend_mode : int = "0"
Property Value
xr/openxr/extensions/debug_message_types
Specifies the message types for which we request debug messages. Requires xr/openxr/extensions/debug_utils to be set and the extension to be supported by the XR runtime.
var xr/openxr/extensions/debug_message_types : int = "15"
Property Value
xr/openxr/extensions/debug_utils
Enables debug utilities on XR runtimes that supports the debug utils extension. Sets the maximum severity being reported (0 = disabled, 1 = error, 2 = warning, 3 = info, 4 = verbose).
var xr/openxr/extensions/debug_utils : int = "0"
Property Value
xr/openxr/extensions/eye_gaze_interaction
Specify whether to enable eye tracking for this project. Depending on the platform, additional export configuration may be needed.
var xr/openxr/extensions/eye_gaze_interaction : bool = false
Property Value
xr/openxr/extensions/hand_interaction_profile
If true
the hand interaction profile extension will be activated if supported by the platform.
var xr/openxr/extensions/hand_interaction_profile : bool = false
Property Value
xr/openxr/extensions/hand_tracking
If true
, the hand tracking extension is enabled if available.
Note: By default hand tracking will only work for data sources chosen by the XR runtime. For SteamVR this is the controller inferred data source, for most other runtimes this is the unobstructed data source. There is no way to query this. If a runtime supports the OpenXR data source extension you can use the xr/openxr/extensions/hand_tracking_controller_data_source and/or xr/openxr/extensions/hand_tracking_unobstructed_data_source to indicate you wish to enable these data sources. If neither is selected the data source extension is not enabled and the XR runtimes default behavior persists.
var xr/openxr/extensions/hand_tracking : bool = false
Property Value
xr/openxr/extensions/hand_tracking_controller_data_source
If true
, support for the controller inferred data source is requested. If supported, you will receive hand tracking data even if the user has a controller in hand, with finger positions automatically inferred from controller input and/or sensors.
Node: This requires the OpenXR data source extension and controller inferred handtracking to be supported by the XR runtime. If not supported this setting will be ignored. xr/openxr/extensions/hand_tracking must be enabled for this setting to be used.
var xr/openxr/extensions/hand_tracking_controller_data_source : bool = false
Property Value
xr/openxr/extensions/hand_tracking_unobstructed_data_source
If true
, support for the unobstructed data source is requested. If supported, you will receive hand tracking data based on the actual finger positions of the user often determined by optical tracking.
Node: This requires the OpenXR data source extension and unobstructed handtracking to be supported by the XR runtime. If not supported this setting will be ignored. xr/openxr/extensions/hand_tracking must be enabled for this setting to be used.
var xr/openxr/extensions/hand_tracking_unobstructed_data_source : bool = false
Property Value
xr/openxr/form_factor
Specify whether OpenXR should be configured for an HMD or a hand held device.
var xr/openxr/form_factor : int = "0"
Property Value
xr/openxr/foveation_dynamic
If true
and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on xr/openxr/foveation_level.
Note: Only works on the Compatibility rendering method.
var xr/openxr/foveation_dynamic : bool = false
Property Value
xr/openxr/foveation_level
Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high.
Note: Only works on the Compatibility rendering method. On platforms other than Android, if rendering/anti_aliasing/quality/msaa_3d is enabled, this feature will be disabled.
var xr/openxr/foveation_level : int = "0"
Property Value
xr/openxr/reference_space
Specify the default reference space.
var xr/openxr/reference_space : int = "1"
Property Value
xr/openxr/startup_alert
If true
, Godot will display an alert modal when OpenXR initialization fails on startup.
var xr/openxr/startup_alert : bool = true
Property Value
xr/openxr/submit_depth_buffer
If true
, OpenXR will manage the depth buffer and use the depth buffer for advanced reprojection provided this is supported by the XR runtime. Note that some rendering features in Godot can't be used with this feature.
var xr/openxr/submit_depth_buffer : bool = false
Property Value
xr/openxr/view_configuration
Specify the view configuration with which to configure OpenXR setting up either Mono or Stereo rendering.
var xr/openxr/view_configuration : int = "1"
Property Value
xr/shaders/enabled
If true
, Godot will compile shaders required for XR.
var xr/shaders/enabled : bool = false
Property Value
Methods
add_property_info(Dictionary)
Adds a custom property info to a property. The dictionary must contain:
void add_property_info(Dictionary hint)
Parameters
hint
Dictionary
clear(String)
Clears the whole configuration (not recommended, may break things).
void clear(String name)
Parameters
name
String
get_global_class_list
Returns an Array of registered global classes. Each global class is represented as a Dictionary that contains the following entries:
base
is a name of the base class;class
is a name of the registered global class;icon
is a path to a custom icon of the global class, if it has any;language
is a name of a programming language in which the global class is written;path
is a path to a file containing the global class.
Note: Both the script and the icon paths are local to the project filesystem, i.e. they start with res://
.
Dictionary[] get_global_class_list
get_order(String)
Qualifiers: const
Returns the order of a configuration value (influences when saved to the config file).
int get_order(String name)
Parameters
name
String
get_setting(String, Variant)
Qualifiers: const
Returns the value of the setting identified by name
. If the setting doesn't exist and default_value
is specified, the value of default_value
is returned. Otherwise, null
is returned.
print(ProjectSettings.get_setting("application/config/name"))
print(ProjectSettings.get_setting("application/config/custom_description", "No description specified."))
Note: This method doesn't take potential feature overrides into account automatically. Use ProjectSettings.get_setting_with_override to handle seamlessly.
Variant get_setting(String name, Variant default_value)
Parameters
get_setting_with_override(StringName)
Qualifiers: const
Similar to ProjectSettings.get_setting, but applies feature tag overrides if any exists and is valid.
Example: If the setting override "application/config/name.windows"
exists, and the following code is executed on a Windows operating system, the overridden setting is printed instead:
Variant get_setting_with_override(StringName name)
Parameters
name
StringName
globalize_path(String)
Qualifiers: const
Returns the absolute, native OS path corresponding to the localized path
(starting with res://
or user://
). The returned path will vary depending on the operating system and user preferences. See File paths in Godot projects to see what those paths convert to. See also ProjectSettings.localize_path.
Note: ProjectSettings.globalize_path with res://
will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project:
var path = ""
if OS.has_feature("editor"):
# Running from an editor binary.
# `path` will contain the absolute path to `hello.txt` located in the project root.
path = ProjectSettings.globalize_path("res://hello.txt")
else:
# Running from an exported project.
# `path` will contain the absolute path to `hello.txt` next to the executable.
# This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path,
# but is close enough in spirit.
path = OS.get_executable_path().get_base_dir().path_join("hello.txt")
String globalize_path(String path)
Parameters
path
String
has_setting(String)
Qualifiers: const
Returns true
if a configuration value is present.
bool has_setting(String name)
Parameters
name
String
load_resource_pack(String, bool, int)
Loads the contents of the .pck or .zip file specified by pack
into the resource filesystem (res://
). Returns true
on success.
Note: If a file from pack
shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from pack
unless replace_files
is set to false
.
Note: The optional offset
parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files.
Note: DirAccess will not show changes made to the contents of res://
after calling this function.
bool load_resource_pack(String pack, bool replace_files, int offset)
Parameters
localize_path(String)
Qualifiers: const
Returns the localized path (starting with res://
) corresponding to the absolute, native OS path
. See also ProjectSettings.globalize_path.
String localize_path(String path)
Parameters
path
String
save
Saves the configuration to the project.godot
file.
Note: This method is intended to be used by editor plugins, as modified ProjectSettings can't be loaded back in the running app. If you want to change project settings in exported projects, use ProjectSettings.save_custom to save override.cfg
file.
int save
save_custom(String)
Saves the configuration to a custom file. The file extension must be .godot
(to save in text-based ConfigFile format) or .binary
(to save in binary format). You can also save override.cfg
file, which is also text, but can be used in exported projects unlike other formats.
int save_custom(String file)
Parameters
file
String
set_as_basic(String, bool)
Defines if the specified setting is considered basic or advanced. Basic settings will always be shown in the project settings. Advanced settings will only be shown if the user enables the "Advanced Settings" option.
void set_as_basic(String name, bool basic)
Parameters
set_as_internal(String, bool)
Defines if the specified setting is considered internal. An internal setting won't show up in the Project Settings dialog. This is mostly useful for addons that need to store their own internal settings without exposing them directly to the user.
void set_as_internal(String name, bool internal)
Parameters
set_initial_value(String, Variant)
Sets the specified setting's initial value. This is the value the setting reverts to.
void set_initial_value(String name, Variant value)
Parameters
set_order(String, int)
Sets the order of a configuration value (influences when saved to the config file).
void set_order(String name, int position)
Parameters
set_restart_if_changed(String, bool)
Sets whether a setting requires restarting the editor to properly take effect.
Note: This is just a hint to display to the user that the editor must be restarted for changes to take effect. Enabling ProjectSettings.set_restart_if_changed does not delay the setting being set when changed.
void set_restart_if_changed(String name, bool restart)
Parameters
set_setting(String, Variant)
Sets the value of a setting.
This can also be used to erase custom project settings. To do this change the setting value to null
.
void set_setting(String name, Variant value)
Parameters
Events
settings_changed
Emitted when any setting is changed, up to once per process frame.
signal settings_changed