ProjectSettings

Inherits: Object

Contains global variables accessible from everywhere.

Description

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

When naming a Project Settings property, use the full path to the setting including the category. For example, "application/config/name" for the project name. Category and property names can be viewed in the Project Settings dialog.

Overriding: Any project setting can be overridden by creating a file named override.cfg in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary.

Properties

String android/modules ""
Color application/boot_splash/bg_color Color( 0.14, 0.14, 0.14, 1 )
bool application/boot_splash/fullsize true
String application/boot_splash/image ""
bool application/boot_splash/use_filter true
String application/config/custom_user_dir_name ""
String application/config/description ""
String application/config/icon ""
String application/config/macos_native_icon ""
String application/config/name ""
String application/config/project_settings_override ""
bool application/config/use_custom_user_dir false
String application/config/windows_native_icon ""
bool application/run/disable_stderr false
bool application/run/disable_stdout false
int application/run/frame_delay_msec 0
bool application/run/low_processor_mode false
int application/run/low_processor_mode_sleep_usec 6900
String application/run/main_scene ""
float audio/channel_disable_threshold_db -60.0
float audio/channel_disable_time 2.0
String audio/default_bus_layout "res://default_bus_layout.tres"
String audio/driver "PulseAudio"
bool audio/enable_audio_input false
int audio/mix_rate 44100
int audio/output_latency 15
int audio/output_latency.web 50
int audio/video_delay_compensation_ms 0
int compression/formats/gzip/compression_level -1
int compression/formats/zlib/compression_level -1
int compression/formats/zstd/compression_level 3
bool compression/formats/zstd/long_distance_matching false
int compression/formats/zstd/window_log_size 27
bool debug/gdscript/completion/autocomplete_setters_and_getters false
bool debug/gdscript/warnings/constant_used_as_function true
bool debug/gdscript/warnings/deprecated_keyword true
bool debug/gdscript/warnings/enable true
bool debug/gdscript/warnings/exclude_addons true
bool debug/gdscript/warnings/function_conflicts_constant true
bool debug/gdscript/warnings/function_conflicts_variable true
bool debug/gdscript/warnings/function_may_yield true
bool debug/gdscript/warnings/function_used_as_property true
bool debug/gdscript/warnings/incompatible_ternary true
bool debug/gdscript/warnings/integer_division true
bool debug/gdscript/warnings/narrowing_conversion true
bool debug/gdscript/warnings/property_used_as_function true
bool debug/gdscript/warnings/return_value_discarded true
bool debug/gdscript/warnings/shadowed_variable true
bool debug/gdscript/warnings/standalone_expression true
bool debug/gdscript/warnings/standalone_ternary true
bool debug/gdscript/warnings/treat_warnings_as_errors false
bool debug/gdscript/warnings/unassigned_variable true
bool debug/gdscript/warnings/unassigned_variable_op_assign true
bool debug/gdscript/warnings/unreachable_code true
bool debug/gdscript/warnings/unsafe_call_argument false
bool debug/gdscript/warnings/unsafe_cast false
bool debug/gdscript/warnings/unsafe_method_access false
bool debug/gdscript/warnings/unsafe_property_access false
bool debug/gdscript/warnings/unused_argument true
bool debug/gdscript/warnings/unused_class_variable false
bool debug/gdscript/warnings/unused_signal true
bool debug/gdscript/warnings/unused_variable true
bool debug/gdscript/warnings/variable_conflicts_function true
bool debug/gdscript/warnings/void_assignment true
String debug/settings/crash_handler/message "Please include this when reporting the bug on https://github.com/godotengine/godot/issues"
int debug/settings/fps/force_fps 0
int debug/settings/gdscript/max_call_stack 1024
int debug/settings/profiler/max_functions 16384
bool debug/settings/stdout/print_fps false
bool debug/settings/stdout/verbose_stdout false
int debug/settings/visual_script/max_call_stack 1024
Color debug/shapes/collision/contact_color Color( 1, 0.2, 0.1, 0.8 )
int debug/shapes/collision/max_contacts_displayed 10000
Color debug/shapes/collision/shape_color Color( 0, 0.6, 0.7, 0.5 )
Color debug/shapes/navigation/disabled_geometry_color Color( 1, 0.7, 0.1, 0.4 )
Color debug/shapes/navigation/geometry_color Color( 0.1, 1, 0.7, 0.4 )
String display/mouse_cursor/custom_image ""
Vector2 display/mouse_cursor/custom_image_hotspot Vector2( 0, 0 )
Vector2 display/mouse_cursor/tooltip_position_offset Vector2( 10, 10 )
bool display/window/dpi/allow_hidpi false
bool display/window/energy_saving/keep_screen_on true
String display/window/handheld/orientation "landscape"
bool display/window/ios/hide_home_indicator true
bool display/window/per_pixel_transparency/allowed false
bool display/window/per_pixel_transparency/enabled false
bool display/window/size/always_on_top false
bool display/window/size/borderless false
bool display/window/size/fullscreen false
int display/window/size/height 600
bool display/window/size/resizable true
int display/window/size/test_height 0
int display/window/size/test_width 0
int display/window/size/width 1024
String display/window/tablet_driver ""
bool display/window/vsync/use_vsync true
bool display/window/vsync/vsync_via_compositor false
String editor/script_templates_search_path "res://script_templates"
PoolStringArray editor/search_in_file_extensions PoolStringArray( "gd", "shader" )
int gui/common/default_scroll_deadzone 0
bool gui/common/swap_ok_cancel false
int gui/common/text_edit_undo_stack_max_size 1024
String gui/theme/custom ""
String gui/theme/custom_font ""
bool gui/theme/use_hidpi false
int gui/timers/incremental_search_max_interval_msec 2000
float gui/timers/text_edit_idle_detect_sec 3
float gui/timers/tooltip_delay_sec 0.5
Dictionary input/ui_accept  
Dictionary input/ui_cancel  
Dictionary input/ui_down  
Dictionary input/ui_end  
Dictionary input/ui_focus_next  
Dictionary input/ui_focus_prev  
Dictionary input/ui_home  
Dictionary input/ui_left  
Dictionary input/ui_page_down  
Dictionary input/ui_page_up  
Dictionary input/ui_right  
Dictionary input/ui_select  
Dictionary input/ui_up  
bool input_devices/pointing/emulate_mouse_from_touch true
bool input_devices/pointing/emulate_touch_from_mouse false
String layer_names/2d_physics/layer_1 ""
String layer_names/2d_physics/layer_10 ""
String layer_names/2d_physics/layer_11 ""
String layer_names/2d_physics/layer_12 ""
String layer_names/2d_physics/layer_13 ""
String layer_names/2d_physics/layer_14 ""
String layer_names/2d_physics/layer_15 ""
String layer_names/2d_physics/layer_16 ""
String layer_names/2d_physics/layer_17 ""
String layer_names/2d_physics/layer_18 ""
String layer_names/2d_physics/layer_19 ""
String layer_names/2d_physics/layer_2 ""
String layer_names/2d_physics/layer_20 ""
String layer_names/2d_physics/layer_3 ""
String layer_names/2d_physics/layer_4 ""
String layer_names/2d_physics/layer_5 ""
String layer_names/2d_physics/layer_6 ""
String layer_names/2d_physics/layer_7 ""
String layer_names/2d_physics/layer_8 ""
String layer_names/2d_physics/layer_9 ""
String layer_names/2d_render/layer_1 ""
String layer_names/2d_render/layer_10 ""
String layer_names/2d_render/layer_11 ""
String layer_names/2d_render/layer_12 ""
String layer_names/2d_render/layer_13 ""
String layer_names/2d_render/layer_14 ""
String layer_names/2d_render/layer_15 ""
String layer_names/2d_render/layer_16 ""
String layer_names/2d_render/layer_17 ""
String layer_names/2d_render/layer_18 ""
String layer_names/2d_render/layer_19 ""
String layer_names/2d_render/layer_2 ""
String layer_names/2d_render/layer_20 ""
String layer_names/2d_render/layer_3 ""
String layer_names/2d_render/layer_4 ""
String layer_names/2d_render/layer_5 ""
String layer_names/2d_render/layer_6 ""
String layer_names/2d_render/layer_7 ""
String layer_names/2d_render/layer_8 ""
String layer_names/2d_render/layer_9 ""
String layer_names/3d_physics/layer_1 ""
String layer_names/3d_physics/layer_10 ""
String layer_names/3d_physics/layer_11 ""
String layer_names/3d_physics/layer_12 ""
String layer_names/3d_physics/layer_13 ""
String layer_names/3d_physics/layer_14 ""
String layer_names/3d_physics/layer_15 ""
String layer_names/3d_physics/layer_16 ""
String layer_names/3d_physics/layer_17 ""
String layer_names/3d_physics/layer_18 ""
String layer_names/3d_physics/layer_19 ""
String layer_names/3d_physics/layer_2 ""
String layer_names/3d_physics/layer_20 ""
String layer_names/3d_physics/layer_3 ""
String layer_names/3d_physics/layer_4 ""
String layer_names/3d_physics/layer_5 ""
String layer_names/3d_physics/layer_6 ""
String layer_names/3d_physics/layer_7 ""
String layer_names/3d_physics/layer_8 ""
String layer_names/3d_physics/layer_9 ""
String layer_names/3d_render/layer_1 ""
String layer_names/3d_render/layer_10 ""
String layer_names/3d_render/layer_11 ""
String layer_names/3d_render/layer_12 ""
String layer_names/3d_render/layer_13 ""
String layer_names/3d_render/layer_14 ""
String layer_names/3d_render/layer_15 ""
String layer_names/3d_render/layer_16 ""
String layer_names/3d_render/layer_17 ""
String layer_names/3d_render/layer_18 ""
String layer_names/3d_render/layer_19 ""
String layer_names/3d_render/layer_2 ""
String layer_names/3d_render/layer_20 ""
String layer_names/3d_render/layer_3 ""
String layer_names/3d_render/layer_4 ""
String layer_names/3d_render/layer_5 ""
String layer_names/3d_render/layer_6 ""
String layer_names/3d_render/layer_7 ""
String layer_names/3d_render/layer_8 ""
String layer_names/3d_render/layer_9 ""
String locale/fallback "en"
String locale/test ""
bool logging/file_logging/enable_file_logging false
bool logging/file_logging/enable_file_logging.pc true
String logging/file_logging/log_path "user://logs/godot.log"
int logging/file_logging/max_log_files 5
int memory/limits/message_queue/max_size_kb 1024
int memory/limits/multithreaded_server/rid_pool_prealloc 60
int network/limits/debugger_stdout/max_chars_per_second 2048
int network/limits/debugger_stdout/max_errors_per_second 100
int network/limits/debugger_stdout/max_messages_per_frame 10
int network/limits/debugger_stdout/max_warnings_per_second 100
int network/limits/packet_peer_stream/max_buffer_po2 16
int network/limits/tcp/connect_timeout_seconds 30
int network/limits/webrtc/max_channel_in_buffer_kb 64
int network/limits/websocket_client/max_in_buffer_kb 64
int network/limits/websocket_client/max_in_packets 1024
int network/limits/websocket_client/max_out_buffer_kb 64
int network/limits/websocket_client/max_out_packets 1024
int network/limits/websocket_server/max_in_buffer_kb 64
int network/limits/websocket_server/max_in_packets 1024
int network/limits/websocket_server/max_out_buffer_kb 64
int network/limits/websocket_server/max_out_packets 1024
int network/remote_fs/page_read_ahead 4
int network/remote_fs/page_size 65536
String network/ssl/certificates ""
int node/name_casing 0
int node/name_num_separator 0
int physics/2d/bp_hash_table_size 4096
int physics/2d/cell_size 128
float physics/2d/default_angular_damp 1.0
int physics/2d/default_gravity 98
Vector2 physics/2d/default_gravity_vector Vector2( 0, 1 )
float physics/2d/default_linear_damp 0.1
int physics/2d/large_object_surface_threshold_in_cells 512
String physics/2d/physics_engine "DEFAULT"
float physics/2d/sleep_threshold_angular 0.139626
float physics/2d/sleep_threshold_linear 2.0
int physics/2d/thread_model 1
float physics/2d/time_before_sleep 0.5
bool physics/3d/active_soft_world true
float physics/3d/default_angular_damp 0.1
float physics/3d/default_gravity 9.8
Vector3 physics/3d/default_gravity_vector Vector3( 0, -1, 0 )
float physics/3d/default_linear_damp 0.1
String physics/3d/physics_engine "DEFAULT"
bool physics/common/enable_object_picking true
int physics/common/physics_fps 60
float physics/common/physics_jitter_fix 0.5
bool rendering/batching/debug/diagnose_frame false
bool rendering/batching/debug/flash_batching false
int rendering/batching/lights/max_join_items 32
float rendering/batching/lights/scissor_area_threshold 1.0
bool rendering/batching/options/single_rect_fallback false
bool rendering/batching/options/use_batching true
bool rendering/batching/options/use_batching_in_editor true
int rendering/batching/parameters/batch_buffer_size 16384
float rendering/batching/parameters/colored_vertex_format_threshold 0.25
int rendering/batching/parameters/item_reordering_lookahead 4
int rendering/batching/parameters/max_join_item_commands 16
bool rendering/batching/precision/uv_contract false
int rendering/batching/precision/uv_contract_amount 100
Color rendering/environment/default_clear_color Color( 0.3, 0.3, 0.3, 1 )
String rendering/environment/default_environment ""
bool rendering/gles2/compatibility/disable_half_float false
bool rendering/gles2/compatibility/enable_high_float.Android false
int rendering/limits/buffers/blend_shape_max_buffer_size_kb 4096
int rendering/limits/buffers/canvas_polygon_buffer_size_kb 128
int rendering/limits/buffers/canvas_polygon_index_buffer_size_kb 128
int rendering/limits/buffers/immediate_buffer_size_kb 2048
int rendering/limits/rendering/max_renderable_elements 65536
int rendering/limits/rendering/max_renderable_lights 4096
int rendering/limits/rendering/max_renderable_reflections 1024
float rendering/limits/time/time_rollover_secs 3600
bool rendering/quality/2d/use_nvidia_rect_flicker_workaround false
bool rendering/quality/2d/use_pixel_snap false
bool rendering/quality/depth/hdr true
bool rendering/quality/depth/hdr.mobile false
String rendering/quality/depth_prepass/disable_for_vendors "PowerVR,Mali,Adreno,Apple"
bool rendering/quality/depth_prepass/enable true
int rendering/quality/directional_shadow/size 4096
int rendering/quality/directional_shadow/size.mobile 2048
String rendering/quality/driver/driver_name "GLES3"
bool rendering/quality/driver/fallback_to_gles2 false
int rendering/quality/filters/anisotropic_filter_level 4
int rendering/quality/filters/msaa 0
bool rendering/quality/filters/use_nearest_mipmap_filter false
int rendering/quality/intended_usage/framebuffer_allocation 2
int rendering/quality/intended_usage/framebuffer_allocation.mobile 3
int rendering/quality/reflections/atlas_size 2048
int rendering/quality/reflections/atlas_subdiv 8
bool rendering/quality/reflections/high_quality_ggx true
bool rendering/quality/reflections/high_quality_ggx.mobile false
int rendering/quality/reflections/irradiance_max_size 128
bool rendering/quality/reflections/texture_array_reflections true
bool rendering/quality/reflections/texture_array_reflections.mobile false
bool rendering/quality/shading/force_blinn_over_ggx false
bool rendering/quality/shading/force_blinn_over_ggx.mobile true
bool rendering/quality/shading/force_lambert_over_burley false
bool rendering/quality/shading/force_lambert_over_burley.mobile true
bool rendering/quality/shading/force_vertex_shading false
bool rendering/quality/shading/force_vertex_shading.mobile true
int rendering/quality/shadow_atlas/quadrant_0_subdiv 1
int rendering/quality/shadow_atlas/quadrant_1_subdiv 2
int rendering/quality/shadow_atlas/quadrant_2_subdiv 3
int rendering/quality/shadow_atlas/quadrant_3_subdiv 4
int rendering/quality/shadow_atlas/size 4096
int rendering/quality/shadow_atlas/size.mobile 2048
int rendering/quality/shadows/filter_mode 1
int rendering/quality/shadows/filter_mode.mobile 0
bool rendering/quality/subsurface_scattering/follow_surface false
int rendering/quality/subsurface_scattering/quality 1
int rendering/quality/subsurface_scattering/scale 1.0
bool rendering/quality/subsurface_scattering/weight_samples true
bool rendering/quality/voxel_cone_tracing/high_quality false
int rendering/threads/thread_model 1
bool rendering/vram_compression/import_bptc false
bool rendering/vram_compression/import_etc false
bool rendering/vram_compression/import_etc2 true
bool rendering/vram_compression/import_pvrtc false
bool rendering/vram_compression/import_s3tc true
int world/2d/cell_size 100

Methods

void add_property_info ( Dictionary hint )
void clear ( String name )
int get_order ( String name ) const
Variant get_setting ( String name ) const
String globalize_path ( String path ) const
bool has_setting ( String name ) const
bool load_resource_pack ( String pack, bool replace_files=true )
String localize_path ( String path ) const
bool property_can_revert ( String name )
Variant property_get_revert ( String name )
Error save ( )
Error save_custom ( String file )
void set_initial_value ( String name, Variant value )
void set_order ( String name, int position )
void set_setting ( String name, Variant value )

Property Descriptions

Default ""

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

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


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

Background color for the boot splash.


  • bool application/boot_splash/fullsize
Default true

If true, scale the boot splash image to the full window length when engine starts. If false, the engine will leave it at the default pixel size.


  • String application/boot_splash/image
Default ""

Path to an image used as the boot splash.


  • bool application/boot_splash/use_filter
Default true

If true, applies linear filtering when scaling the image (recommended for high resolution artwork). If false, uses nearest-neighbor interpolation (recommended for pixel art).


  • String application/config/custom_user_dir_name
Default ""

This user directory is used for storing persistent data (user:// filesystem). If left empty, user:// resolves to a project-specific folder in Godot's own configuration folder (see OS.get_user_data_dir). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in OS.get_user_data_dir).

The application/config/use_custom_user_dir setting must be enabled for this to take effect.


  • String application/config/description
Default ""

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


  • String application/config/icon
Default ""

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


  • String application/config/macos_native_icon
Default ""

Icon set in .icns format used on macOS to set the game's icon. This is done automatically on start by calling OS.set_native_icon.


  • String application/config/name
Default ""

The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files.


  • String application/config/project_settings_override
Default ""

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

Note: Regardless of this setting's value, res://override.cfg will still be read to override the project settings (see this class' description at the top).


  • bool application/config/use_custom_user_dir
Default false

If true, the project will save user data to its own user directory (see application/config/custom_user_dir_name). This setting is only effective on desktop platforms. A name must be set in the application/config/custom_user_dir_name setting for this to take effect. If false, the project will save user data to (OS user data directory)/Godot/app_userdata/(project name).


  • String application/config/windows_native_icon
Default ""

Icon set in .ico format used on Windows to set the game's icon. This is done automatically on start by calling OS.set_native_icon.


  • bool application/run/disable_stderr
Default false

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


  • bool application/run/disable_stdout
Default false

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


  • int application/run/frame_delay_msec
Default 0

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


  • bool application/run/low_processor_mode
Default false

If true, enables low-processor usage mode. This setting only works on desktop platforms. The screen is not redrawn if nothing changes visually. This is meant for writing applications and editors, but is pretty useless (and can hurt performance) in most games.


  • int application/run/low_processor_mode_sleep_usec
Default 6900

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


  • String application/run/main_scene
Default ""

Path to the main scene file that will be loaded when the project runs.


  • float audio/channel_disable_threshold_db
Default -60.0

Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.


  • float audio/channel_disable_time
Default 2.0

Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.


  • String audio/default_bus_layout
Default "res://default_bus_layout.tres"

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


Default "PulseAudio"

Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.


  • bool audio/enable_audio_input
Default false

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


  • int audio/mix_rate
Default 44100

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


  • int audio/output_latency
Default 15

Output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.


  • int audio/output_latency.web
Default 50

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


  • int audio/video_delay_compensation_ms
Default 0

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


  • int compression/formats/gzip/compression_level
Default -1

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.


  • int compression/formats/zlib/compression_level
Default -1

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


  • int compression/formats/zstd/compression_level
Default 3

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.


  • bool compression/formats/zstd/long_distance_matching
Default false

Enables long-distance matching in Zstandard.


  • int compression/formats/zstd/window_log_size
Default 27

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


  • bool debug/gdscript/completion/autocomplete_setters_and_getters
Default false

If true, displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards.


  • bool debug/gdscript/warnings/constant_used_as_function
Default true

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


  • bool debug/gdscript/warnings/deprecated_keyword
Default true

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


  • bool debug/gdscript/warnings/enable
Default true

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


  • bool debug/gdscript/warnings/exclude_addons
Default true

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


  • bool debug/gdscript/warnings/function_conflicts_constant
Default true

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


  • bool debug/gdscript/warnings/function_conflicts_variable
Default true

If true, enables warnings when a function is declared with the same name as a variable. This will turn into an error in a future version when first-class functions become supported in GDScript.


  • bool debug/gdscript/warnings/function_may_yield
Default true

If true, enables warnings when a function assigned to a variable may yield and return a function state instead of a value.


  • bool debug/gdscript/warnings/function_used_as_property
Default true

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


  • bool debug/gdscript/warnings/incompatible_ternary
Default true

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


  • bool debug/gdscript/warnings/integer_division
Default true

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


  • bool debug/gdscript/warnings/narrowing_conversion
Default true

If true, enables warnings when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).


  • bool debug/gdscript/warnings/property_used_as_function
Default true

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


  • bool debug/gdscript/warnings/return_value_discarded
Default true

If true, enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the Error enum.


  • bool debug/gdscript/warnings/shadowed_variable
Default true

If true, enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable).


  • bool debug/gdscript/warnings/standalone_expression
Default true

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


  • bool debug/gdscript/warnings/standalone_ternary
Default true

If true, enables warnings when calling a ternary expression that has no effect on the surrounding code, such as writing 42 if active else 0 as a statement.


  • bool debug/gdscript/warnings/treat_warnings_as_errors
Default false

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


  • bool debug/gdscript/warnings/unassigned_variable
Default true

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


  • bool debug/gdscript/warnings/unassigned_variable_op_assign
Default true

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


  • bool debug/gdscript/warnings/unreachable_code
Default true

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


  • bool debug/gdscript/warnings/unsafe_call_argument
Default false

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


  • bool debug/gdscript/warnings/unsafe_cast
Default false

If true, enables warnings when performing an unsafe cast.


  • bool debug/gdscript/warnings/unsafe_method_access
Default false

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


  • bool debug/gdscript/warnings/unsafe_property_access
Default false

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


  • bool debug/gdscript/warnings/unused_argument
Default true

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


  • bool debug/gdscript/warnings/unused_class_variable
Default false

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


  • bool debug/gdscript/warnings/unused_signal
Default true

If true, enables warnings when a signal is unused.


  • bool debug/gdscript/warnings/unused_variable
Default true

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


  • bool debug/gdscript/warnings/variable_conflicts_function
Default true

If true, enables warnings when a variable is declared with the same name as a function. This will turn into an error in a future version when first-class functions become supported in GDScript.


  • bool debug/gdscript/warnings/void_assignment
Default true

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


  • String debug/settings/crash_handler/message
Default "Please include this when reporting the bug on https://github.com/godotengine/godot/issues"

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


  • int debug/settings/fps/force_fps
Default 0

Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging.

If display/window/vsync/use_vsync is enabled, it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.

This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non real-time rendering of static frames, or test the project under lag conditions.


  • int debug/settings/gdscript/max_call_stack
Default 1024

Maximum call stack allowed for debugging GDScript.


  • int debug/settings/profiler/max_functions
Default 16384

Maximum amount of functions per frame allowed when profiling.


  • bool debug/settings/stdout/print_fps
Default false

Print frames per second to standard output every second.


  • bool debug/settings/stdout/verbose_stdout
Default false

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


  • int debug/settings/visual_script/max_call_stack
Default 1024

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


  • Color debug/shapes/collision/contact_color
Default Color( 1, 0.2, 0.1, 0.8 )

Color of the contact points between collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.


  • int debug/shapes/collision/max_contacts_displayed
Default 10000

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


  • Color debug/shapes/collision/shape_color
Default Color( 0, 0.6, 0.7, 0.5 )

Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.


  • Color debug/shapes/navigation/disabled_geometry_color
Default Color( 1, 0.7, 0.1, 0.4 )

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


  • Color debug/shapes/navigation/geometry_color
Default Color( 0.1, 1, 0.7, 0.4 )

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


  • String display/mouse_cursor/custom_image
Default ""

Custom image for the mouse cursor (limited to 256×256).


  • Vector2 display/mouse_cursor/custom_image_hotspot
Default Vector2( 0, 0 )

Hotspot for the custom mouse cursor image.


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

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


  • bool display/window/dpi/allow_hidpi
Default false

If true, allows HiDPI display on Windows and macOS. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.


  • bool display/window/energy_saving/keep_screen_on
Default true

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


  • String display/window/handheld/orientation
Default "landscape"

Default orientation on mobile devices.


  • bool display/window/ios/hide_home_indicator
Default true

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


  • bool display/window/per_pixel_transparency/allowed
Default false

If true, allows per-pixel transparency in a desktop window. This affects performance, so leave it on false unless you need it.


  • bool display/window/per_pixel_transparency/enabled
Default false

Sets the window background to transparent when it starts.


  • bool display/window/size/always_on_top
Default false

Force the window to be always on top.


  • bool display/window/size/borderless
Default false

Force the window to be borderless.


  • bool display/window/size/fullscreen
Default false

Sets the window to full screen when it starts.


  • int display/window/size/height
Default 600

Sets the game's main viewport height. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.


  • bool display/window/size/resizable
Default true

Allows the window to be resizable by default.


  • int display/window/size/test_height
Default 0

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


  • int display/window/size/test_width
Default 0

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


  • int display/window/size/width
Default 1024

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


  • String display/window/tablet_driver
Default ""

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


  • bool display/window/vsync/use_vsync
Default true

If true, enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If false, vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5).


  • bool display/window/vsync/vsync_via_compositor
Default false

If Use Vsync is enabled and this setting is true, enables vertical synchronization via the operating system's window compositor when in windowed mode and the compositor is enabled. This will prevent stutter in certain situations. (Windows only.)

Note: This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.


  • String editor/script_templates_search_path
Default "res://script_templates"

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


Default PoolStringArray( "gd", "shader" )

Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. tscn if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.


  • int gui/common/default_scroll_deadzone
Default 0

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


  • bool gui/common/swap_ok_cancel
Default false

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


  • int gui/common/text_edit_undo_stack_max_size
Default 1024

Default ""

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


  • String gui/theme/custom_font
Default ""

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


  • bool gui/theme/use_hidpi
Default false

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


  • int gui/timers/incremental_search_max_interval_msec
Default 2000

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


  • float gui/timers/text_edit_idle_detect_sec
Default 3

Timer for detecting idle in TextEdit (in seconds).


  • float gui/timers/tooltip_delay_sec
Default 0.5

Default delay for tooltips (in seconds).


Default InputEventAction to confirm a focused button, menu or list item, or validate input.

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


Default InputEventAction to discard a modal or pending input.

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


Default InputEventAction to move down in the UI.

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


Default InputEventAction to go to the end position of a Control (e.g. last item in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_END on typical desktop UI systems.

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


Default InputEventAction to focus the next Control in the scene. The focus behavior can be configured via Control.focus_next.

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


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

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


Default InputEventAction to go to the start position of a Control (e.g. first item in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_HOME on typical desktop UI systems.

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


Default InputEventAction to move left in the UI.

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


Default InputEventAction to go down a page in a Control (e.g. in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_PAGEDOWN on typical desktop UI systems.

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


Default InputEventAction to go up a page in a Control (e.g. in an ItemList or a Tree), matching the behavior of @GlobalScope.KEY_PAGEUP on typical desktop UI systems.

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


Default InputEventAction to move right in the UI.

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


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

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


Default InputEventAction to move up in the UI.

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


  • bool input_devices/pointing/emulate_mouse_from_touch
Default true

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


  • bool input_devices/pointing/emulate_touch_from_mouse
Default false

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


  • String layer_names/2d_physics/layer_1
Default ""

Optional name for the 2D physics layer 1.


  • String layer_names/2d_physics/layer_10
Default ""

Optional name for the 2D physics layer 10.


  • String layer_names/2d_physics/layer_11
Default ""

Optional name for the 2D physics layer 11.


  • String layer_names/2d_physics/layer_12
Default ""

Optional name for the 2D physics layer 12.


  • String layer_names/2d_physics/layer_13
Default ""

Optional name for the 2D physics layer 13.


  • String layer_names/2d_physics/layer_14
Default ""

Optional name for the 2D physics layer 14.


  • String layer_names/2d_physics/layer_15
Default ""

Optional name for the 2D physics layer 15.


  • String layer_names/2d_physics/layer_16
Default ""

Optional name for the 2D physics layer 16.


  • String layer_names/2d_physics/layer_17
Default ""

Optional name for the 2D physics layer 17.


  • String layer_names/2d_physics/layer_18
Default ""

Optional name for the 2D physics layer 18.


  • String layer_names/2d_physics/layer_19
Default ""

Optional name for the 2D physics layer 19.


  • String layer_names/2d_physics/layer_2
Default ""

Optional name for the 2D physics layer 2.


  • String layer_names/2d_physics/layer_20
Default ""

Optional name for the 2D physics layer 20.


  • String layer_names/2d_physics/layer_3
Default ""

Optional name for the 2D physics layer 3.


  • String layer_names/2d_physics/layer_4
Default ""

Optional name for the 2D physics layer 4.


  • String layer_names/2d_physics/layer_5
Default ""

Optional name for the 2D physics layer 5.


  • String layer_names/2d_physics/layer_6
Default ""

Optional name for the 2D physics layer 6.


  • String layer_names/2d_physics/layer_7
Default ""

Optional name for the 2D physics layer 7.


  • String layer_names/2d_physics/layer_8
Default ""

Optional name for the 2D physics layer 8.


  • String layer_names/2d_physics/layer_9
Default ""

Optional name for the 2D physics layer 9.


  • String layer_names/2d_render/layer_1
Default ""

Optional name for the 2D render layer 1.


  • String layer_names/2d_render/layer_10
Default ""

Optional name for the 2D render layer 10.


  • String layer_names/2d_render/layer_11
Default ""

Optional name for the 2D render layer 11.


  • String layer_names/2d_render/layer_12
Default ""

Optional name for the 2D render layer 12.


  • String layer_names/2d_render/layer_13
Default ""

Optional name for the 2D render layer 13.


  • String layer_names/2d_render/layer_14
Default ""

Optional name for the 2D render layer 14.


  • String layer_names/2d_render/layer_15
Default ""

Optional name for the 2D render layer 15.


  • String layer_names/2d_render/layer_16
Default ""

Optional name for the 2D render layer 16.


  • String layer_names/2d_render/layer_17
Default ""

Optional name for the 2D render layer 17.


  • String layer_names/2d_render/layer_18
Default ""

Optional name for the 2D render layer 18.


  • String layer_names/2d_render/layer_19
Default ""

Optional name for the 2D render layer 19.


  • String layer_names/2d_render/layer_2
Default ""

Optional name for the 2D render layer 2.


  • String layer_names/2d_render/layer_20
Default ""

Optional name for the 2D render layer 20.


  • String layer_names/2d_render/layer_3
Default ""

Optional name for the 2D render layer 3.


  • String layer_names/2d_render/layer_4
Default ""

Optional name for the 2D render layer 4.


  • String layer_names/2d_render/layer_5
Default ""

Optional name for the 2D render layer 5.


  • String layer_names/2d_render/layer_6
Default ""

Optional name for the 2D render layer 6.


  • String layer_names/2d_render/layer_7
Default ""

Optional name for the 2D render layer 7.


  • String layer_names/2d_render/layer_8
Default ""

Optional name for the 2D render layer 8.


  • String layer_names/2d_render/layer_9
Default ""

Optional name for the 2D render layer 9.


  • String layer_names/3d_physics/layer_1
Default ""

Optional name for the 3D physics layer 1.


  • String layer_names/3d_physics/layer_10
Default ""

Optional name for the 3D physics layer 10.


  • String layer_names/3d_physics/layer_11
Default ""

Optional name for the 3D physics layer 11.


  • String layer_names/3d_physics/layer_12
Default ""

Optional name for the 3D physics layer 12.


  • String layer_names/3d_physics/layer_13
Default ""

Optional name for the 3D physics layer 13.


  • String layer_names/3d_physics/layer_14
Default ""

Optional name for the 3D physics layer 14.


  • String layer_names/3d_physics/layer_15
Default ""

Optional name for the 3D physics layer 15.


  • String layer_names/3d_physics/layer_16
Default ""

Optional name for the 3D physics layer 16.


  • String layer_names/3d_physics/layer_17
Default ""

Optional name for the 3D physics layer 17.


  • String layer_names/3d_physics/layer_18
Default ""

Optional name for the 3D physics layer 18.


  • String layer_names/3d_physics/layer_19
Default ""

Optional name for the 3D physics layer 19.


  • String layer_names/3d_physics/layer_2
Default ""

Optional name for the 3D physics layer 2.


  • String layer_names/3d_physics/layer_20
Default ""

Optional name for the 3D physics layer 20.


  • String layer_names/3d_physics/layer_3
Default ""

Optional name for the 3D physics layer 3.


  • String layer_names/3d_physics/layer_4
Default ""

Optional name for the 3D physics layer 4.


  • String layer_names/3d_physics/layer_5
Default ""

Optional name for the 3D physics layer 5.


  • String layer_names/3d_physics/layer_6
Default ""

Optional name for the 3D physics layer 6.


  • String layer_names/3d_physics/layer_7
Default ""

Optional name for the 3D physics layer 7.


  • String layer_names/3d_physics/layer_8
Default ""

Optional name for the 3D physics layer 8.


  • String layer_names/3d_physics/layer_9
Default ""

Optional name for the 3D physics layer 9.


  • String layer_names/3d_render/layer_1
Default ""

Optional name for the 3D render layer 1.


  • String layer_names/3d_render/layer_10
Default ""

Optional name for the 3D render layer 10.


  • String layer_names/3d_render/layer_11
Default ""

Optional name for the 3D render layer 11.


  • String layer_names/3d_render/layer_12
Default ""

Optional name for the 3D render layer 12.


  • String layer_names/3d_render/layer_13
Default ""

Optional name for the 3D render layer 13.


  • String layer_names/3d_render/layer_14
Default ""

Optional name for the 3D render layer 14


  • String layer_names/3d_render/layer_15
Default ""

Optional name for the 3D render layer 15.


  • String layer_names/3d_render/layer_16
Default ""

Optional name for the 3D render layer 16.


  • String layer_names/3d_render/layer_17
Default ""

Optional name for the 3D render layer 17.


  • String layer_names/3d_render/layer_18
Default ""

Optional name for the 3D render layer 18.


  • String layer_names/3d_render/layer_19
Default ""

Optional name for the 3D render layer 19.


  • String layer_names/3d_render/layer_2
Default ""

Optional name for the 3D render layer 2.


  • String layer_names/3d_render/layer_20
Default ""

Optional name for the 3D render layer 20.


  • String layer_names/3d_render/layer_3
Default ""

Optional name for the 3D render layer 3.


  • String layer_names/3d_render/layer_4
Default ""

Optional name for the 3D render layer 4.


  • String layer_names/3d_render/layer_5
Default ""

Optional name for the 3D render layer 5.


  • String layer_names/3d_render/layer_6
Default ""

Optional name for the 3D render layer 6.


  • String layer_names/3d_render/layer_7
Default ""

Optional name for the 3D render layer 7.


  • String layer_names/3d_render/layer_8
Default ""

Optional name for the 3D render layer 8.


  • String layer_names/3d_render/layer_9
Default