; Engine configuration file. ; It's best edited using the editor UI and not directly, ; since the parameters that go here are not all obvious. ; ; Format: ; [section] ; section goes between [] ; param=value ; assign values to parameters config_version=4 [application] config/name="3D Viewport Scaling" config/description="This demo shows how to scale the 3D viewport rendering without affecting 2D elements such as the HUD. It also demonstrates how to toggle filtering on a viewport. This technique can be useful in 2D games as well. For instance, it can be used to have a \"pixel art\" viewport for the main game area and a non-pixel-art viewport for HUD elements." run/main_scene="res://hud.tscn" config/icon="res://icon.png" [display] window/dpi/allow_hidpi=true window/stretch/mode="2d" window/stretch/aspect="expand" [input] cycle_viewport_resolution={ "deadzone": 0.5, "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"physical_scancode":0,"unicode":0,"echo":false,"script":null) ] } toggle_filtering={ "deadzone": 0.5, "events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777221,"physical_scancode":0,"unicode":0,"echo":false,"script":null) ] } [rendering] quality/intended_usage/framebuffer_allocation=3 vram_compression/import_etc=true vram_compression/import_etc2=false environment/default_environment="res://default_env.tres"