pandemonium_engine_minimal/doc/classes/ProjectSettings.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ProjectSettings" inherits="Object" version="4.2">
<brief_description>
Contains global variables accessible from everywhere.
</brief_description>
<description>
Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] 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, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog.
[b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url].
[b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
<methods>
<method name="add_property_info">
<return type="void" />
<argument index="0" name="hint" type="Dictionary" />
<description>
Adds a custom property info to a property. The dictionary must contain:
- [code]name[/code]: [String] (the property's name)
- [code]type[/code]: [int] (see [enum Variant.Type])
- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and [code]hint_string[/code]: [String]
[b]Example:[/b]
[codeblock]
ProjectSettings.set("category/property_name", 0)
var property_info = {
"name": "category/property_name",
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "one,two,three"
}
ProjectSettings.add_property_info(property_info)
[/codeblock]
</description>
</method>
<method name="clear">
<return type="void" />
<argument index="0" name="name" type="String" />
<description>
Clears the whole configuration (not recommended, may break things).
</description>
</method>
<method name="get_order" qualifiers="const">
<return type="int" />
<argument index="0" name="name" type="String" />
<description>
Returns the order of a configuration value (influences when saved to the config file).
</description>
</method>
<method name="get_setting" qualifiers="const">
<return type="Variant" />
<argument index="0" name="name" type="String" />
<description>
Returns the value of a setting.
[b]Example:[/b]
[codeblock]
print(ProjectSettings.get_setting("application/config/name"))
[/codeblock]
</description>
</method>
<method name="globalize_path" qualifiers="const">
<return type="String" />
<argument index="0" name="path" type="String" />
<description>
Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path].
[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project:
[codeblock]
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().plus_file("hello.txt")
[/codeblock]
</description>
</method>
<method name="has_setting" qualifiers="const">
<return type="bool" />
<argument index="0" name="name" type="String" />
<description>
Returns [code]true[/code] if a configuration value is present.
</description>
</method>
<method name="localize_path" qualifiers="const">
<return type="String" />
<argument index="0" name="path" type="String" />
<description>
Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [code]path[/code]. See also [method globalize_path].
</description>
</method>
<method name="property_can_revert">
<return type="bool" />
<argument index="0" name="name" type="String" />
<description>
Returns [code]true[/code] if the specified property exists and its initial value differs from the current value.
</description>
</method>
<method name="property_get_revert">
<return type="Variant" />
<argument index="0" name="name" type="String" />
<description>
Returns the specified property's initial value. Returns [code]null[/code] if the property does not exist.
</description>
</method>
<method name="save">
<return type="int" enum="Error" />
<description>
Saves the configuration to the [code]project.godot[/code] file.
[b]Note:[/b] 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 [method save_custom] to save [code]override.cfg[/code] file.
</description>
</method>
<method name="save_custom">
<return type="int" enum="Error" />
<argument index="0" name="file" type="String" />
<description>
Saves the configuration to a custom file. The file extension must be [code].godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/code] (to save in binary format). You can also save [code]override.cfg[/code] file, which is also text, but can be used in exported projects unlike other formats.
</description>
</method>
<method name="set_initial_value">
<return type="void" />
<argument index="0" name="name" type="String" />
<argument index="1" name="value" type="Variant" />
<description>
Sets the specified property's initial value. This is the value the property reverts to.
</description>
</method>
<method name="set_order">
<return type="void" />
<argument index="0" name="name" type="String" />
<argument index="1" name="position" type="int" />
<description>
Sets the order of a configuration value (influences when saved to the config file).
</description>
</method>
<method name="set_setting">
<return type="void" />
<argument index="0" name="name" type="String" />
<argument index="1" name="value" type="Variant" />
<description>
Sets the value of a setting.
[b]Example:[/b]
[codeblock]
ProjectSettings.set_setting("application/config/name", "Example")
[/codeblock]
This can also be used to erase custom project settings. To do this change the setting value to [code]null[/code].
</description>
</method>
</methods>
<members>
<member name="android/modules" type="String" setter="" getter="" default="&quot;&quot;">
Comma-separated list of custom Android modules (which must have been built in the Android export templates) using their Java package path, e.g. [code]"org/godotengine/godot/MyCustomSingleton,com/example/foo/FrenchFriesFactory"[/code].
[b]Note:[/b] Since Godot 3.2.2, the [code]org/godotengine/godot/GodotPaymentV3[/code] module was deprecated and replaced by the [code]GodotPayment[/code] plugin which should be enabled in the Android export preset under [code]Plugins[/code] section. The singleton to access in code was also renamed to [code]GodotPayment[/code].
</member>
<member name="application/boot_splash/minimum_display_time" type="int" setter="" getter="" default="0">
Minimum boot splash display time (in milliseconds). It is not recommended to set too high values for this setting.
</member>
<member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default="&quot;&quot;">
This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method 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 [method OS.get_user_data_dir]).
The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
</member>
<member name="application/config/description" type="String" setter="" getter="" default="&quot;&quot;">
The project's description, displayed as a tooltip in the Project Manager when hovering the project.
</member>
<member name="application/config/icon" type="String" setter="" getter="" default="&quot;&quot;">
Icon used for the project, set when project loads. Exporters will also use this icon when possible.
</member>
<member name="application/config/macos_native_icon" type="String" setter="" getter="" default="&quot;&quot;">
Icon set in [code].icns[/code] format used on macOS to set the game's icon. This is done automatically on start by calling [method OS.set_native_icon].
</member>
<member name="application/config/name" type="String" setter="" getter="" default="&quot;&quot;">
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.
[b]Note:[/b] Changing this value will also change the user data folder's path if [member application/config/use_custom_user_dir] is [code]false[/code]. After renaming the project, you will no longer be able to access existing data in [code]user://[/code] unless you rename the old folder to match the new project name. See [url=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information.
</member>
<member name="application/config/project_settings_override" type="String" setter="" getter="" default="&quot;&quot;">
Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information.
[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings.
</member>
<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false">
If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code].
</member>
<member name="application/config/use_hidden_project_data_directory" type="bool" setter="" getter="" default="true">
If [code]true[/code], the project will use a hidden directory ([code].import[/code]) for storing project-specific data (metadata, shader cache, etc.).
If [code]false[/code], a non-hidden directory ([code]import[/code]) will be used instead.
[b]Note:[/b] Restart the application after changing this setting.
[b]Note:[/b] 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 [code].import[/code] folder.
</member>
<member name="application/config/windows_native_icon" type="String" setter="" getter="" default="&quot;&quot;">
Icon set in [code].ico[/code] format used on Windows to set the game's icon. This is done automatically on start by calling [method OS.set_native_icon].
</member>
<member name="application/run/delta_smoothing" type="bool" setter="" getter="" default="true">
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.
[b]Note:[/b] Delta smoothing is only attempted when [member display/window/vsync/use_vsync] is switched on, 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.
</member>
<member name="application/run/delta_sync_after_draw" type="bool" setter="" getter="" default="false">
[b]Experimental.[/b] Shifts the measurement of delta time for each frame to just after the drawing has taken place. This may lead to more consistent deltas and a reduction in frame stutters.
</member>
<member name="application/run/disable_stderr" type="bool" setter="" getter="" default="false">
If [code]true[/code], disables printing to standard error. If [code]true[/code], this also hides error and warning messages printed by [method @GDScript.push_error] and [method @GDScript.push_warning]. See also [member application/run/disable_stdout].
Changes to this setting will only be applied upon restarting the application.
</member>
<member name="application/run/disable_stdout" type="bool" setter="" getter="" default="false">
If [code]true[/code], disables printing to standard output. This is equivalent to starting the editor or project with the [code]--quiet[/code] command line argument. See also [member application/run/disable_stderr].
Changes to this setting will only be applied upon restarting the application.
</member>
<member name="application/run/flush_stdout_on_print" type="bool" setter="" getter="" default="false">
If [code]true[/code], 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").
[b]Note:[/b] Regardless of this setting, the standard error stream ([code]stderr[/code]) is always flushed when a line is printed to it.
Changes to this setting will only be applied upon restarting the application.
</member>
<member name="application/run/flush_stdout_on_print.debug" type="bool" setter="" getter="" default="true">
Debug build override for [member 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.
</member>
<member name="application/run/frame_delay_msec" type="int" setter="" getter="" default="0">
Forces a delay between frames in the main loop (in milliseconds). This may be useful if you plan to disable vertical synchronization.
</member>
<member name="application/run/low_processor_mode" type="bool" setter="" getter="" default="false">
If [code]true[/code], 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.
</member>
<member name="application/run/low_processor_mode_sleep_usec" type="int" setter="" getter="" 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.
</member>
<member name="application/run/main_scene" type="String" setter="" getter="" default="&quot;&quot;">
Path to the main scene file that will be loaded when the project runs.
</member>
<member name="audio/2d_panning_strength" type="float" setter="" getter="" default="1.0">
The base strength of the panning effect for all AudioStreamPlayer2D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength].
</member>
<member name="audio/3d_panning_strength" type="float" setter="" getter="" default="1.0">
The base strength of the panning effect for all AudioStreamPlayer3D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength].
</member>
<member name="audio/channel_disable_threshold_db" type="float" setter="" getter="" 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.
</member>
<member name="audio/channel_disable_time" type="float" setter="" getter="" 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.
</member>
<member name="audio/default_bus_layout" type="String" setter="" getter="" default="&quot;res://default_bus_layout.tres&quot;">
Default [AudioBusLayout] resource file to use in the project, unless overridden by the scene.
</member>
<member name="audio/driver" type="String" setter="" getter="">
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.
</member>
<member name="audio/enable_audio_input" type="bool" setter="" getter="" default="false">
If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
[b]Note:[/b] 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.
</member>
<member name="audio/mix_rate" type="int" setter="" getter="" default="44100">
The mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system.
</member>
<member name="audio/mix_rate.web" type="int" setter="" getter="" default="0">
Safer override for [member audio/mix_rate] in the Web platform. Here [code]0[/code] means "let the browser choose" (since some browsers do not like forcing the mix rate).
</member>
<member name="audio/muting/mute_driver" type="bool" setter="" getter="" default="false">
If [code]true[/code], the current audio driver will be disabled, minimizing CPU usage. This will affect both audio output and input.
[b]Note:[/b] The driver can be enabled and disabled at runtime using the [method AudioServer.set_enabled] function.
</member>
<member name="audio/muting/mute_on_focus_loss" type="bool" setter="" getter="" default="false">
If [code]true[/code], the current audio driver will be automatically disabled when the application loses focus, and re-enabled when the application regains focus.
</member>
<member name="audio/muting/mute_on_pause" type="bool" setter="" getter="" default="true">
If [code]true[/code], the current audio driver will be automatically disabled when the application is paused by the OS, and re-enabled when the application is resumed.
</member>
<member name="audio/muting/mute_on_silence" type="bool" setter="" getter="" default="false">
If [code]true[/code], the current audio driver will be automatically disabled after a period of silence is detected, and re-enabled when audio attempts to play.
</member>
<member name="audio/output_latency" type="int" setter="" getter="" default="15">
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 cracking 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 [method AudioServer.get_output_latency] to determine the actual audio output latency.
[b]Note:[/b] This setting is ignored on Windows.
</member>
<member name="audio/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
</member>
<member name="audio/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
</member>
<member name="debug/gdscript/completion/autocomplete_setters_and_getters" type="bool" setter="" getter="" default="false">
If [code]true[/code], 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.
</member>
<member name="debug/gdscript/warnings/constant_used_as_function" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a constant is used as a function.
</member>
<member name="debug/gdscript/warnings/deprecated_keyword" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when deprecated keywords such as [code]slave[/code] are used.
</member>
<member name="debug/gdscript/warnings/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables specific GDScript warnings (see [code]debug/gdscript/warnings/*[/code] settings). If [code]false[/code], disables all GDScript warnings.
</member>
<member name="debug/gdscript/warnings/exclude_addons" type="bool" setter="" getter="" default="true">
If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings.
</member>
<member name="debug/gdscript/warnings/export_hint_type_mistmatch" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when the type of the default value set to an exported variable is different than the specified export type.
</member>
<member name="debug/gdscript/warnings/function_conflicts_constant" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a function is declared with the same name as a constant.
</member>
<member name="debug/gdscript/warnings/function_conflicts_variable" type="bool" setter="" getter="" default="true">
If [code]true[/code], 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.
</member>
<member name="debug/gdscript/warnings/function_may_yield" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a function assigned to a variable may yield and return a function state instead of a value.
</member>
<member name="debug/gdscript/warnings/function_used_as_property" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when using a function as if it was a property.
</member>
<member name="debug/gdscript/warnings/incompatible_ternary" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a ternary operator may emit values with incompatible types.
</member>
<member name="debug/gdscript/warnings/integer_division" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when dividing an integer by another integer (the decimal part will be discarded).
</member>
<member name="debug/gdscript/warnings/narrowing_conversion" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
</member>
<member name="debug/gdscript/warnings/property_used_as_function" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when using a property as if it was a function.
</member>
<member name="debug/gdscript/warnings/return_value_discarded" type="bool" setter="" getter="" default="false">
If [code]true[/code], 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 [enum Error] enum.
</member>
<member name="debug/gdscript/warnings/shadowed_variable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable).
</member>
<member name="debug/gdscript/warnings/standalone_expression" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement.
</member>
<member name="debug/gdscript/warnings/standalone_ternary" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when calling a ternary expression that has no effect on the surrounding code, such as writing [code]42 if active else 0[/code] as a statement.
</member>
<member name="debug/gdscript/warnings/treat_warnings_as_errors" type="bool" setter="" getter="" default="false">
If [code]true[/code], all warnings will be reported as if they were errors.
</member>
<member name="debug/gdscript/warnings/unassigned_variable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when using a variable that wasn't previously assigned.
</member>
<member name="debug/gdscript/warnings/unassigned_variable_op_assign" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned.
</member>
<member name="debug/gdscript/warnings/unreachable_code" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed).
</member>
<member name="debug/gdscript/warnings/unsafe_call_argument" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when using an expression whose type may not be compatible with the function parameter expected.
</member>
<member name="debug/gdscript/warnings/unsafe_cast" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when performing an unsafe cast.
</member>
<member name="debug/gdscript/warnings/unsafe_method_access" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when calling a method whose presence is not guaranteed at compile-time in the class.
</member>
<member name="debug/gdscript/warnings/unsafe_property_access" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class.
</member>
<member name="debug/gdscript/warnings/unused_argument" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a function parameter is unused.
</member>
<member name="debug/gdscript/warnings/unused_class_variable" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when a member variable is unused.
</member>
<member name="debug/gdscript/warnings/unused_signal" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a signal is unused.
</member>
<member name="debug/gdscript/warnings/unused_variable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a local variable is unused.
</member>
<member name="debug/gdscript/warnings/variable_conflicts_function" type="bool" setter="" getter="" default="true">
If [code]true[/code], 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.
</member>
<member name="debug/gdscript/warnings/void_assignment" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when assigning the result of a function that returns [code]void[/code] to a variable.
</member>
<member name="debug/settings/crash_handler/message" type="String" setter="" getter="" default="&quot;Please include this when reporting the bug to the project developer.&quot;">
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.
</member>
<member name="debug/settings/crash_handler/message.editor" type="String" setter="" getter="" default="&quot;Please include this when reporting the bug on: https://github.com/Relintai/pandemonium_engine/issues&quot;">
Editor-only override for [member debug/settings/crash_handler/message]. Does not affect exported projects in debug or release mode.
</member>
<member name="debug/settings/fps/force_fps" type="int" setter="" getter="" 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. See also [member physics/common/physics_ticks_per_second].
If [member 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.
[b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.target_fps] instead.
</member>
<member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
Maximum call stack allowed for debugging GDScript.
</member>
<member name="debug/settings/profiler/max_functions" type="int" setter="" getter="" default="16384">
Maximum amount of functions per frame allowed when profiling.
</member>
<member name="debug/settings/stdout/print_fps" type="bool" setter="" getter="" default="false">
Print frames per second to standard output every second.
</member>
<member name="debug/settings/stdout/verbose_stdout" type="bool" setter="" getter="" 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.
</member>
<member name="debug/shapes/collision/contact_color" type="Color" setter="" getter="" 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.
</member>
<member name="debug/shapes/collision/draw_2d_outlines" type="bool" setter="" getter="" default="true">
Sets whether 2D physics will display collision outlines in game when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
<member name="debug/shapes/collision/max_contacts_displayed" type="int" setter="" getter="" default="10000">
Maximum number of contact points between collision shapes to display when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
<member name="debug/shapes/collision/shape_color" type="Color" setter="" getter="" default="Color( 0, 0.6, 0.7, 0.42 )">
Color of the collision shapes, visible when "Visible Collision Shapes" is enabled in the Debug menu.
</member>
<member name="debug/shapes/paths/geometry_color" type="Color" setter="" getter="" default="Color( 0.1, 1, 0.7, 0.4 )">
Color of the curve path geometry, visible when "Visible Paths" is enabled in the Debug menu.
</member>
<member name="debug/shapes/paths/geometry_width" type="float" setter="" getter="" default="2.0">
Line width of the curve path geometry, visible when "Visible Paths" is enabled in the Debug menu.
</member>
<member name="display/mouse_cursor/custom_image" type="String" setter="" getter="" default="&quot;&quot;">
Custom image for the mouse cursor (limited to 256×256).
</member>
<member name="display/mouse_cursor/custom_image_hotspot" type="Vector2" setter="" getter="" default="Vector2( 0, 0 )">
Hotspot for the custom mouse cursor image.
</member>
<member name="display/mouse_cursor/tooltip_position_offset" type="Vector2" setter="" getter="" default="Vector2( 10, 10 )">
Position offset for tooltips, relative to the mouse cursor's hotspot.
</member>
<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="false">
If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 platform. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
</member>
<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
</member>
<member name="display/window/handheld/orientation" type="String" setter="" getter="" default="&quot;landscape&quot;">
The default screen orientation to use on mobile devices.
[b]Note:[/b] 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 [member display/window/size/width] and [member display/window/size/height] accordingly.
</member>
<member name="display/window/ios/allow_high_refresh_rate" type="bool" setter="" getter="" default="true">
If [code]true[/code], iOS devices that support high refresh rate/"ProMotion" will be allowed to render at up to 120 frames per second.
</member>
<member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true">
If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
</member>
<member name="display/window/ios/hide_status_bar" type="bool" setter="" getter="" default="true">
If [code]true[/code], the status bar is hidden while the app is running.
</member>
<member name="display/window/ios/suppress_ui_gesture" type="bool" setter="" getter="" default="true">
If [code]true[/code], it will require two swipes to access iOS UI that uses gestures.
[b]Note:[/b] This setting has no effect on the home indicator if [code]hide_home_indicator[/code] is [code]true[/code].
</member>
<member name="display/window/per_pixel_transparency/allowed" type="bool" setter="" getter="" default="false">
If [code]true[/code], allows per-pixel transparency for the window background. This affects performance, so leave it on [code]false[/code] unless you need it.
See [member OS.window_per_pixel_transparency_enabled] for more details.
[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, and Android.
</member>
<member name="display/window/per_pixel_transparency/enabled" type="bool" setter="" getter="" default="false">
Sets the window background to transparent when it starts.
See [member OS.window_per_pixel_transparency_enabled] for more details.
[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, and Android.
</member>
<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
Forces the main window to be always on top.
[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/borderless" type="bool" setter="" getter="" default="false">
Forces the main window to be borderless.
[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/fullscreen" type="bool" setter="" getter="" default="false">
Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/height" type="int" setter="" getter="" 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.
</member>
<member name="display/window/size/resizable" type="bool" setter="" getter="" default="true">
Allows the window to be resizable by default.
[b]Note:[/b] This setting is ignored on iOS.
</member>
<member name="display/window/size/test_height" type="int" setter="" getter="" default="0">
If greater than zero, overrides the window height when running the game. Useful for testing stretch modes.
</member>
<member name="display/window/size/test_width" type="int" setter="" getter="" default="0">
If greater than zero, overrides the window width when running the game. Useful for testing stretch modes.
</member>
<member name="display/window/size/width" type="int" setter="" getter="" 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.
</member>
<member name="display/window/tablet_driver" type="String" setter="" getter="">
Specifies the tablet driver to use. If left empty, the default driver will be used.
</member>
<member name="display/window/vsync/use_vsync" type="bool" setter="" getter="" default="true">
If [code]true[/code], 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 [code]false[/code], vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5).
</member>
<member name="display/window/vsync/vsync_via_compositor" type="bool" setter="" getter="" default="false">
If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], 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.)
[b]Note:[/b] 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.
</member>
<member name="editor/main_run_args" type="String" setter="" getter="" default="&quot;&quot;">
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 [code]%command%[/code] placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Godot-specific arguments should be placed [i]after[/i] the placeholder.
For example, this can be used to force the project to run on the dedicated GPU in a NVIDIA Optimus system on Linux:
[codeblock]
prime-run %command%
[/codeblock]
</member>
<member name="editor/scene_naming" type="int" setter="" getter="" default="0">
Default naming style for scene files to infer from their root nodes. Possible options are:
- [code]0[/code] (Auto): Uses the scene root name as is without changing its casing.
- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase casing.
- [code]2[/code] (snake_case): Converts the scene root name to snake_case casing.
</member>
<member name="editor/script_templates_search_path" type="String" setter="" getter="" default="&quot;res://script_templates&quot;">
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.
</member>
<member name="editor/search_in_file_extensions" type="PoolStringArray" setter="" getter="" default="PoolStringArray( &quot;gd&quot;, &quot;gdshader&quot;, &quot;shader&quot; )">
Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
</member>
<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
</member>
<member name="gui/common/swap_ok_cancel" type="bool" setter="" getter="">
If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions.
</member>
<member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024">
</member>
<member name="gui/theme/custom" type="String" setter="" getter="" default="&quot;&quot;">
Path to a custom [Theme] resource file to use for the project ([code]theme[/code] or generic [code]tres[/code]/[code]res[/code] extension).
</member>
<member name="gui/theme/custom_font" type="String" setter="" getter="" default="&quot;&quot;">
Path to a custom [Font] resource to use as default for all GUI elements of the project.
</member>
<member name="gui/theme/use_hidpi" type="bool" setter="" getter="" default="false">
If [code]true[/code], makes sure the theme used works with HiDPI.
</member>
<member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="" default="2000">
Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds).
</member>
<member name="gui/timers/text_edit_idle_detect_sec" type="float" setter="" getter="" default="3">
Timer for detecting idle in [TextEdit] (in seconds).
</member>
<member name="gui/timers/tooltip_delay_sec" type="float" setter="" getter="" default="0.5">
Default delay for tooltips (in seconds).
</member>
<member name="input/ui_accept" type="Dictionary" setter="" getter="">
Default [InputEventAction] to confirm a focused button, menu or list item, or validate input.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_cancel" type="Dictionary" setter="" getter="">
Default [InputEventAction] to discard a modal or pending input.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_down" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move down in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_end" type="Dictionary" setter="" getter="">
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 [constant KEY_END] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_focus_next" type="Dictionary" setter="" getter="">
Default [InputEventAction] to focus the next [Control] in the scene. The focus behavior can be configured via [member Control.focus_next].
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_focus_prev" type="Dictionary" setter="" getter="">
Default [InputEventAction] to focus the previous [Control] in the scene. The focus behavior can be configured via [member Control.focus_previous].
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_home" type="Dictionary" setter="" getter="">
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 [constant KEY_HOME] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_left" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move left in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_page_down" type="Dictionary" setter="" getter="">
Default [InputEventAction] to go down a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_page_up" type="Dictionary" setter="" getter="">
Default [InputEventAction] to go up a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_right" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move right in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_select" type="Dictionary" setter="" getter="">
Default [InputEventAction] to select an item in a [Control] (e.g. in an [ItemList] or a [Tree]).
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_up" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move up in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input_devices/buffering/agile_event_flushing" type="bool" setter="" getter="" default="false">
If [code]true[/code], key/touch/joystick events will be flushed just before every idle and physics frame.
If [code]false[/code], such events will be flushed only once per idle 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 (idle) frame, because they can't run at the target frame rate.
[b]Note:[/b] Currently implemented only in Android.
</member>
<member name="input_devices/compatibility/legacy_just_pressed_behavior" type="bool" setter="" getter="" default="false">
If [code]true[/code], [method Input.is_action_just_pressed] and [method Input.is_action_just_released] will only return [code]true[/code] if the action is still in the respective state, i.e. an action that is pressed [i]and[/i] released on the same frame will be missed.
If [code]false[/code], no input will be lost.
[b]Note:[/b] You should in nearly all cases prefer the [code]false[/code] setting. The legacy behavior is to enable supporting old projects that rely on the old logic, without changes to script.
</member>
<member name="input_devices/pointing/emulate_mouse_from_touch" type="bool" setter="" getter="" default="true">
If [code]true[/code], sends mouse input events when tapping or swiping on the touchscreen.
</member>
<member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false">
If [code]true[/code], sends touch input events when clicking or dragging the mouse.
</member>
<member name="layer_names/2d_physics/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 1.
</member>
<member name="layer_names/2d_physics/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 10.
</member>
<member name="layer_names/2d_physics/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 11.
</member>
<member name="layer_names/2d_physics/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 12.
</member>
<member name="layer_names/2d_physics/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 13.
</member>
<member name="layer_names/2d_physics/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 14.
</member>
<member name="layer_names/2d_physics/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 15.
</member>
<member name="layer_names/2d_physics/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 16.
</member>
<member name="layer_names/2d_physics/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 17.
</member>
<member name="layer_names/2d_physics/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 18.
</member>
<member name="layer_names/2d_physics/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 19.
</member>
<member name="layer_names/2d_physics/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 2.
</member>
<member name="layer_names/2d_physics/layer_20" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 20.
</member>
<member name="layer_names/2d_physics/layer_21" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 21.
</member>
<member name="layer_names/2d_physics/layer_22" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 22.
</member>
<member name="layer_names/2d_physics/layer_23" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 23.
</member>
<member name="layer_names/2d_physics/layer_24" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 24.
</member>
<member name="layer_names/2d_physics/layer_25" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 25.
</member>
<member name="layer_names/2d_physics/layer_26" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 26.
</member>
<member name="layer_names/2d_physics/layer_27" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 27.
</member>
<member name="layer_names/2d_physics/layer_28" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 28.
</member>
<member name="layer_names/2d_physics/layer_29" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 29.
</member>
<member name="layer_names/2d_physics/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 3.
</member>
<member name="layer_names/2d_physics/layer_30" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 30.
</member>
<member name="layer_names/2d_physics/layer_31" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 31.
</member>
<member name="layer_names/2d_physics/layer_32" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 32.
</member>
<member name="layer_names/2d_physics/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 4.
</member>
<member name="layer_names/2d_physics/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 5.
</member>
<member name="layer_names/2d_physics/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 6.
</member>
<member name="layer_names/2d_physics/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 7.
</member>
<member name="layer_names/2d_physics/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 8.
</member>
<member name="layer_names/2d_physics/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D physics layer 9.
</member>
<member name="layer_names/2d_render/layer_1" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 1.
</member>
<member name="layer_names/2d_render/layer_10" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 10.
</member>
<member name="layer_names/2d_render/layer_11" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 11.
</member>
<member name="layer_names/2d_render/layer_12" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 12.
</member>
<member name="layer_names/2d_render/layer_13" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 13.
</member>
<member name="layer_names/2d_render/layer_14" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 14.
</member>
<member name="layer_names/2d_render/layer_15" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 15.
</member>
<member name="layer_names/2d_render/layer_16" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 16.
</member>
<member name="layer_names/2d_render/layer_17" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 17.
</member>
<member name="layer_names/2d_render/layer_18" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 18.
</member>
<member name="layer_names/2d_render/layer_19" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 19.
</member>
<member name="layer_names/2d_render/layer_2" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 2.
</member>
<member name="layer_names/2d_render/layer_20" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 20.
</member>
<member name="layer_names/2d_render/layer_3" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 3.
</member>
<member name="layer_names/2d_render/layer_4" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 4.
</member>
<member name="layer_names/2d_render/layer_5" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 5.
</member>
<member name="layer_names/2d_render/layer_6" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 6.
</member>
<member name="layer_names/2d_render/layer_7" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 7.
</member>
<member name="layer_names/2d_render/layer_8" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 8.
</member>
<member name="layer_names/2d_render/layer_9" type="String" setter="" getter="" default="&quot;&quot;">
Optional name for the 2D render layer 9.
</member>
<member name="locale/fallback" type="String" setter="" getter="" default="&quot;en&quot;">
The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
</member>
<member name="locale/test" type="String" setter="" getter="" default="&quot;&quot;">
If non-empty, this locale will be used when running the project from the editor.
</member>
<member name="logging/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false">
If [code]true[/code], logs all output to files.
</member>
<member name="logging/file_logging/enable_file_logging.pc" type="bool" setter="" getter="" default="true">
Desktop override for [member logging/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms.
</member>
<member name="logging/file_logging/log_path" type="String" setter="" getter="" default="&quot;user://logs/pandemonium.log&quot;">
Path to logs within the project. Using an [code]user://[/code] path is recommended.
</member>
<member name="logging/file_logging/max_log_files" type="int" setter="" getter="" default="5">
Specifies the maximum amount of log files allowed (used for rotation).
</member>
<member name="memory/limits/command_queue/multithreading_queue_size_kb" type="int" setter="" getter="" default="256">
</member>
<member name="memory/limits/message_queue/max_size_mb" type="int" setter="" getter="" default="32">
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.
</member>
<member name="memory/limits/multithreaded_server/rid_pool_prealloc" type="int" setter="" getter="" default="60">
This is used by servers when used in multi-threading mode (servers and visual). RIDs are preallocated to avoid stalling the server requesting them on threads. If servers get stalled too often when loading resources in a thread, increase this number.
</member>
<member name="network/limits/debugger_stdout/max_chars_per_second" type="int" setter="" getter="" default="2048">
Maximum amount of characters allowed to send as output from the debugger. Over this value, content is dropped with the message [code]"output overflow, print less text!"[/code]. This helps not to stall the debugger connection.
</member>
<member name="network/limits/debugger_stdout/max_errors_per_second" type="int" setter="" getter="" default="100">
Maximum number of errors allowed to be sent as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
</member>
<member name="network/limits/debugger_stdout/max_messages_per_frame" type="int" setter="" getter="" default="10">
Maximum amount of messages allowed to send as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
</member>
<member name="network/limits/debugger_stdout/max_warnings_per_second" type="int" setter="" getter="" default="100">
Maximum number of warnings allowed to be sent as output from the debugger. Over this value, content is dropped. This helps not to stall the debugger connection.
</member>
<member name="network/limits/packet_peer_stream/max_buffer_po2" type="int" setter="" getter="" default="16">
Default size of packet peer stream for deserializing Godot data (in bytes, specified as a power of two). The default value [code]16[/code] is equal to 65,536 bytes. Over this size, data is dropped.
</member>
<member name="network/limits/tcp/connect_timeout_seconds" type="int" setter="" getter="" default="30">
Timeout (in seconds) for connection attempts using TCP.
</member>
<member name="network/remote_fs/page_read_ahead" type="int" setter="" getter="" default="4">
Amount of read ahead used by remote filesystem. Higher values decrease the effects of latency at the cost of higher bandwidth usage.
</member>
<member name="network/remote_fs/page_size" type="int" setter="" getter="" default="65536">
Page size used by remote filesystem (in bytes).
</member>
<member name="network/ssl/certificates" type="String" setter="" getter="" default="&quot;&quot;">
The CA certificates bundle to use for SSL connections. If this is set to a non-empty value, this will [i]override[/i] Godot's default [url=https://github.com/godotengine/godot/blob/master/thirdparty/certs/ca-certificates.crt]Mozilla certificate bundle[/url]. If left empty, the default certificate bundle will be used.
If in doubt, leave this setting empty.
</member>
<member name="node/name_casing" type="int" setter="" getter="" default="0">
When creating node names automatically, set the type of casing in this project. This is mostly an editor setting.
</member>
<member name="node/name_num_separator" type="int" setter="" getter="" default="0">
What to use to separate node name from number. This is mostly an editor setting.
</member>
<member name="physics/2d/bp_hash_table_size" type="int" setter="" getter="" default="4096">
Size of the hash table used for the broad-phase 2D hash grid algorithm.
[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is enabled.
</member>
<member name="physics/2d/bvh_collision_margin" type="float" setter="" getter="" default="1.0">
Additional expansion applied to object bounds in the 2D physics bounding volume hierarchy. This can reduce BVH processing at the cost of a slightly coarser broadphase, which can stress the physics more in some situations.
The default value will work well in most situations. A value of 0.0 will turn this optimization off, and larger values may work better for larger, faster moving objects.
[b]Note:[/b] Used only if [member ProjectSettings.physics/2d/use_bvh] is enabled.
</member>
<member name="physics/2d/cell_size" type="int" setter="" getter="" default="128">
Cell size used for the broad-phase 2D hash grid algorithm (in pixels).
[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is enabled.
</member>
<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
The default angular damp in 2D.
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98">
The default gravity strength in 2D (in pixels per second squared).
[b]Note:[/b] This property is only read when the project starts. To change the default gravity at runtime, use the following code sample:
[codeblock]
# Set the default gravity strength to 98.
Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY, 98)
[/codeblock]
</member>
<member name="physics/2d/default_gravity_vector" type="Vector2" setter="" getter="" default="Vector2( 0, 1 )">
The default gravity direction in 2D.
[b]Note:[/b] This property is only read when the project starts. To change the default gravity vector at runtime, use the following code sample:
[codeblock]
# Set the default gravity direction to `Vector2(0, 1)`.
Physics2DServer.area_set_param(get_viewport().find_world_2d().get_space(), Physics2DServer.AREA_PARAM_GRAVITY_VECTOR, Vector2(0, 1))
[/codeblock]
</member>
<member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1">
The default linear damp in 2D.
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_ticks_per_second], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member>
<member name="physics/2d/large_object_surface_threshold_in_cells" type="int" setter="" getter="" default="512">
Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm.
[b]Note:[/b] Not used if [member ProjectSettings.physics/2d/use_bvh] is enabled.
</member>
<member name="physics/2d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 2D physics.
"DEFAULT" and "GodotPhysics" are the same, as there is currently no alternative 2D physics server implemented.
</member>
<member name="physics/2d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626">
Threshold angular velocity under which a 2D physics body will be considered inactive. See [constant Physics2DServer.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD].
</member>
<member name="physics/2d/sleep_threshold_linear" type="float" setter="" getter="" default="2.0">
Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant Physics2DServer.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD].
</member>
<member name="physics/2d/thread_model" type="int" setter="" getter="" default="1">
Sets whether physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process.
[b]Warning:[/b] As of Godot 3.2, there are mixed reports about the use of a Multi-Threaded thread model for physics. Be sure to assess whether it does give you extra performance and no regressions when using it.
</member>
<member name="physics/2d/time_before_sleep" type="float" setter="" getter="" default="0.5">
Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See [constant Physics2DServer.SPACE_PARAM_BODY_TIME_TO_SLEEP].
</member>
<member name="physics/2d/use_bvh" type="bool" setter="" getter="" default="true">
Enables the use of bounding volume hierarchy instead of hash grid for 2D physics spatial partitioning. This may give better performance.
</member>
<member name="physics/3d/pandemonium_physics/bvh_collision_margin" type="float" setter="" getter="" default="0.1">
</member>
<member name="physics/3d/pandemonium_physics/use_bvh" type="bool" setter="" getter="" default="true">
</member>
<member name="physics/3d/smooth_trimesh_collision" type="bool" setter="" getter="" default="false">
If [code]true[/code], smooths out collision with trimesh shapes ([ConcavePolygonShape]) by telling the Bullet physics engine to generate internal edge information for every trimesh shape created.
[b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to [code]DEFAULT[/code] or [code]Bullet[/code], [i]not[/i] [code]GodotPhysics[/code].
</member>
<member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true">
Enables [member Viewport.physics_object_picking] on the root viewport.
</member>
<member name="physics/common/enable_pause_aware_picking" type="bool" setter="" getter="" default="false">
If enabled, 2D and 3D physics picking behaves this way in relation to pause:
- When pause is started, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback, unless its pause mode makes it immune to pause.
- During pause, picking only considers collision objects immune to pause, sending input events and enter/exit callbacks to them as expected.
If disabled, the legacy behavior is used, which consists in queuing the picking input events during pause (so nodes won't get them) and flushing that queue on resume, against the state of the 2D/3D world at that point.
</member>
<member name="physics/common/physics_jitter_fix" type="float" setter="" getter="" default="0.5">
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 fine for most; values above 2 could cause the game to react to dropped frames with a noticeable delay and are not recommended.
[b]Note:[/b] For best results, when using a custom physics interpolation solution, the physics jitter fix should be disabled by setting [member physics/common/physics_jitter_fix] to [code]0[/code].
[b]Note:[/b] Jitter fix is automatically disabled at runtime when [member physics/common/physics_interpolation] is enabled.
[b]Note:[/b] This property is only read when the project starts. To change the value at runtime, set [member Engine.physics_jitter_fix] instead.
</member>
<member name="physics/common/physics_ticks_per_second" type="int" setter="" getter="" default="60">
The number of fixed iterations per second. This controls how often physics simulation and [method Node._physics_process] methods are run. See also [member debug/settings/fps/force_fps].
[b]Note:[/b] This property is only read when the project starts. To change the physics FPS at runtime, set [member Engine.physics_ticks_per_second] instead.
[b]Note:[/b] Only 8 physics ticks may be simulated per rendered frame at most. If more than 8 physics ticks have to be simulated per rendered frame to keep up with rendering, the game will appear to slow down (even if [code]delta[/code] is used consistently in physics calculations). Therefore, it is recommended not to increase [member physics/common/physics_ticks_per_second] above 240. Otherwise, the game will slow down when the rendering framerate goes below 30 FPS.
</member>
<member name="rendering/2d/opengl/batching_send_null" type="int" setter="" getter="" default="0">
[b]Experimental.[/b] Calls [code]glBufferData[/code] with NULL data prior to uploading batching data. This may not be necessary but can be used for safety.
[b]Note:[/b] Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.
</member>
<member name="rendering/2d/opengl/batching_stream" type="int" setter="" getter="" default="0">
[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag for batching buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] flag.
[b]Note:[/b] Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.
</member>
<member name="rendering/2d/opengl/legacy_orphan_buffers" type="int" setter="" getter="" default="0">
[b]Experimental.[/b] If set to on, this applies buffer orphaning - [code]glBufferData[/code] is called with NULL data and the full buffer size prior to uploading new data. This can be important to avoid stalling on some hardware.
[b]Note:[/b] Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.
</member>
<member name="rendering/2d/opengl/legacy_stream" type="int" setter="" getter="" default="0">
[b]Experimental.[/b] If set to on, uses the [code]GL_STREAM_DRAW[/code] flag for legacy buffer uploads. If off, uses the [code]GL_DYNAMIC_DRAW[/code] flag.
[b]Note:[/b] Use with care. You are advised to leave this as default for exports. A non-default setting that works better on your machine may adversely affect performance for end users.
</member>
<member name="rendering/2d/options/culling_mode" type="int" setter="" getter="" default="1">
The culling mode determines the method used for rejecting canvas items that are outside a viewport. The visual result should be identical, but some modes may be faster for a particular project.
You can either cull items individually ([code]Item mode[/code]), or use hierarchical culling ([code]Node mode[/code]) which has a little more housekeeping but can increase performance by culling large numbers of items at once.
</member>
<member name="rendering/2d/options/ninepatch_mode" type="int" setter="" getter="" default="1">
Choose between fixed mode where corner scalings are preserved matching the artwork, and scaling mode.
Not available in GLES3 when [member rendering/batching/options/use_batching] is off.
</member>
<member name="rendering/2d/options/use_nvidia_rect_flicker_workaround" type="bool" setter="" getter="" default="false">
Some NVIDIA GPU drivers have a bug which produces flickering issues for the [code]draw_rect[/code] method, especially as used in [TileMap]. Refer to [url=https://github.com/godotengine/godot/issues/9913]GitHub issue 9913[/url] for details.
If [code]true[/code], this option enables a "safe" code path for such NVIDIA GPUs at the cost of performance. This option affects GLES2 and GLES3 rendering, but only on desktop platforms.
</member>
<member name="rendering/2d/options/use_software_skinning" type="bool" setter="" getter="" default="true">
If [code]true[/code], performs 2D skinning on the CPU rather than the GPU. This provides greater compatibility with a wide range of hardware, and also may be faster in some circumstances.
Currently only available when [member rendering/batching/options/use_batching] is active.
[b]Note:[/b] Antialiased software skinned polys are not supported, and will be rendered without antialiasing.
[b]Note:[/b] Custom shaders that use the [code]VERTEX[/code] built-in operate with [code]VERTEX[/code] position [i]after[/i] skinning, whereas with hardware skinning, [code]VERTEX[/code] is the position [i]before[/i] skinning.
</member>
<member name="rendering/2d/snapping/use_gpu_pixel_snap" type="bool" setter="" getter="" default="false">
If [code]true[/code], forces snapping of vertices to pixels in 2D rendering. May help in some pixel art styles.
This snapping is performed on the GPU in the vertex shader.
Consider using the project setting [member rendering/batching/precision/uv_contract] to prevent artifacts.
</member>
<member name="rendering/batching/debug/diagnose_frame" type="bool" setter="" getter="" default="false">
When batching is on, this regularly prints a frame diagnosis log. Note that this will degrade performance.
</member>
<member name="rendering/batching/debug/flash_batching" type="bool" setter="" getter="" default="false">
[b]Experimental.[/b] For regression testing against the old renderer. If this is switched on, and [code]use_batching[/code] is set, the renderer will swap alternately between using the old renderer, and the batched renderer, on each frame. This makes it easy to identify visual differences. Performance will be degraded.
</member>
<member name="rendering/batching/lights/max_join_items" type="int" setter="" getter="" default="32">
Lights have the potential to prevent joining items, and break many of the performance benefits of batching. This setting enables some complex logic to allow joining items if their lighting is similar, and overlap tests pass. This can significantly improve performance in some games. Set to 0 to switch off. With large values the cost of overlap tests may lead to diminishing returns.
</member>
<member name="rendering/batching/lights/scissor_area_threshold" type="float" setter="" getter="" default="1.0">
Sets the proportion of the total screen area (in pixels) that must be saved by a scissor operation in order to activate light scissoring. This can prevent parts of items being rendered outside the light area. Lower values scissor more aggressively. A value of 1 scissors none of the items, a value of 0 scissors every item. The power of 4 of the value is used, in order to emphasize the lower range, and multiplied by the total screen area in pixels to give the threshold. This can reduce fill rate requirements in scenes with a lot of lighting.
</member>
<member name="rendering/batching/options/single_rect_fallback" type="bool" setter="" getter="" default="false">
Enabling this setting uses the legacy method to draw batches containing only one rect. The legacy method is faster (approx twice as fast), but can cause flicker on some systems. In order to directly compare performance with the non-batching renderer you can set this to true, but it is recommended to turn this off unless you can guarantee your target hardware will work with this method.
</member>
<member name="rendering/batching/options/use_batching" type="bool" setter="" getter="" default="true">
Turns 2D batching on and off. Batching increases performance by reducing the amount of graphics API drawcalls.
</member>
<member name="rendering/batching/options/use_batching_in_editor" type="bool" setter="" getter="" default="true">
Switches on 2D batching within the editor.
</member>
<member name="rendering/batching/options/use_multirect" type="bool" setter="" getter="" default="true">
Allows use of the [code]MultiRect[/code] command in the Rasterizer.
This can provide some acceleration for large groups of rects, especially text and tilemaps.
</member>
<member name="rendering/batching/parameters/batch_buffer_size" type="int" setter="" getter="" default="16384">
Size of buffer reserved for batched vertices. Larger size enables larger batches, but there are diminishing returns for the memory used. This should only have a minor effect on performance.
</member>
<member name="rendering/batching/parameters/colored_vertex_format_threshold" type="float" setter="" getter="" default="0.25">
Including color in the vertex format has a cost, however, not including color prevents batching across color changes. This threshold determines the ratio of [code]number of vertex color changes / total number of vertices[/code] above which vertices will be translated to colored format. A value of 0 will always use colored vertices, 1 will never use colored vertices.
</member>
<member name="rendering/batching/parameters/item_reordering_lookahead" type="int" setter="" getter="" default="4">
In certain circumstances, the batcher can reorder items in order to better join them. This may result in better performance. An overlap test is needed however for each item lookahead, so there is a trade off, with diminishing returns. If you are getting no benefit, setting this to 0 will switch it off.
</member>
<member name="rendering/batching/parameters/max_join_item_commands" type="int" setter="" getter="" default="16">
Sets the number of commands to lookahead to determine whether to batch render items. A value of 1 can join items consisting of single commands, 0 turns off joining. Higher values are in theory more likely to join, however this has diminishing returns and has a runtime cost so a small value is recommended.
</member>
<member name="rendering/batching/precision/uv_contract" type="bool" setter="" getter="" default="false">
On some platforms (especially mobile), precision issues in shaders can lead to reading 1 texel outside of bounds, particularly where rects are scaled. This can particularly lead to border artifacts around tiles in tilemaps.
This adjustment corrects for this by making a small contraction to the UV coordinates used. Note that this can result in a slight squashing of border texels.
</member>
<member name="rendering/batching/precision/uv_contract_amount" type="int" setter="" getter="" default="100">
The amount of UV contraction. This figure is divided by 1000000, and is a proportion of the total texture dimensions, where the width and height are both ranged from 0.0 to 1.0.
Use the default unless correcting for a problem on particular hardware.
</member>
<member name="rendering/environment/default_clear_color" type="Color" setter="" getter="" default="Color( 0.3, 0.3, 0.3, 1 )">
Default background clear color. Overridable per [Viewport] using its [Environment3D]. See [member Environment3D.background_mode] and [member Environment3D.background_color] in particular. To change this default color programmatically, use [method RenderingServer.set_default_clear_color].
</member>
<member name="rendering/gles2/compatibility/disable_half_float" type="bool" setter="" getter="" default="false">
The use of half-float vertex compression may be producing rendering errors on some platforms (especially iOS). These have been seen particularly in particles. Disabling half-float may resolve these problems.
</member>
<member name="rendering/gles2/compatibility/disable_half_float.iOS" type="bool" setter="" getter="" default="true">
iOS specific override for [member rendering/gles2/compatibility/disable_half_float], due to poor support for half-float vertex compression on many devices.
</member>
<member name="rendering/gles2/compatibility/enable_high_float.Android" type="bool" setter="" getter="" default="false">
If [code]true[/code] and available on the target Android device, enables high floating point precision for all shader computations in GLES2.
[b]Warning:[/b] High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution.
</member>
<member name="rendering/gles3/shaders/log_active_async_compiles_count" type="bool" setter="" getter="" default="false">
If [code]true[/code], every time an asynchronous shader compilation or an asynchronous shader reconstruction from cache starts or finishes, a line will be logged telling how many of those are happening.
If the platform doesn't support parallel shader compile, but only the compile queue via a secondary GL context, what the message will tell is the number of shader compiles currently queued.
[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/code].
</member>
<member name="rendering/gles3/shaders/max_simultaneous_compiles" type="int" setter="" getter="" default="2">
This is the maximum number of shaders that can be compiled (or reconstructed from cache) at the same time.
At runtime, while that count is reached, other shaders that can be asynchronously compiled will just use their fallback, without their setup being started until the count gets lower.
This is a way to balance the CPU work between running the game and compiling the shaders. The goal is to have as many asynchronous compiles in flight as possible without impacting the responsiveness of the game, which beyond some point would destroy the benefits of asynchronous compilation. In other words, you may be able to afford that the FPS lowers a bit, and that will already be better than the stalling that synchronous compilation could cause.
The default value is a conservative one, so you are advised to tweak it according to the hardware you are targeting.
[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/code].
</member>
<member name="rendering/gles3/shaders/max_simultaneous_compiles.mobile" type="int" setter="" getter="" default="1">
The default is a very conservative override for [code]rendering/gles3/shaders/max_concurrent_compiles[/code].
Depending on the specific devices you are targeting, you may want to raise it.
[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/shaders/shader_compilation_mode[/code] is [b]not[/b] [code]Synchronous[/code].
</member>
<member name="rendering/gles3/shaders/shader_cache_size_mb" type="int" setter="" getter="" default="512">
The maximum size, in megabytes, that the ubershader cache can grow up to. On startup, the least recently used entries will be deleted until the total size is within bounds.
[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/code].
</member>
<member name="rendering/gles3/shaders/shader_cache_size_mb.mobile" type="int" setter="" getter="" default="128">
An override for [code]rendering/gles3/shaders/ubershader_cache_size_mb[/code], so a smaller maximum size can be configured for mobile platforms, where storage space is more limited.
[b]Note:[/b] This setting is only meaningful if [code]rendering/gles3/shaders/shader_compilation_mode[/code] is set to [code]Asynchronous + Cache[/code].
</member>
<member name="rendering/gles3/shaders/shader_compilation_mode" type="int" setter="" getter="" default="0">
If set to [code]Asynchronous[/code] and available on the target device, asynchronous compilation of shaders is enabled (in contrast to [code]Asynchronous[/code]).
That means that when a shader is first used under some new rendering situation, the game won't stall while such shader is being compiled. Instead, a fallback will be used and the real shader will be compiled in the background. Once the actual shader is compiled, it will be used the next times it's used to draw a frame.
Depending on the async mode configured for a given material/shader, the fallback will be an "ubershader" (the default) or just skip rendering any item it is applied to.
An ubershader is a very complex shader, slow but suited to any rendering situation, that the engine generates internally so it can be used from the beginning while the traditional conditioned, optimized version of it is being compiled.
To reduce loading times after the project has been launched at least once, you can use [code]Asynchronous + Cache[/code]. This also causes the ubershaders to be cached into storage so they can be ready faster next time they are used (provided the platform provides support for it).
[b]Note:[/b] Asynchronous compilation is currently only supported for spatial (3D) and particle materials/shaders. CanvasItem (2D) shaders will not use asynchronous compilation even if this setting is set to [code]Asynchronous[/code] or [code]Asynchronous + Cache[/code].
</member>
<member name="rendering/gles3/shaders/shader_compilation_mode.mobile" type="int" setter="" getter="" default="0">
An override for [code]rendering/gles3/shaders/shader_compilation_mode[/code], so asynchronous compilation can be disabled for mobile.
You may want to do that since mobile GPUs generally won't support ubershaders due to their complexity.
</member>
<member name="rendering/limits/buffers/canvas_polygon_buffer_size_kb" type="int" setter="" getter="" default="128">
Max buffer size for drawing polygons. Any polygon bigger than this will not work.
</member>
<member name="rendering/limits/buffers/canvas_polygon_index_buffer_size_kb" type="int" setter="" getter="" default="128">
Max index buffer size for drawing polygons. Any polygon bigger than this will not work.
</member>
<member name="rendering/limits/time/time_rollover_secs" type="float" setter="" getter="" default="3600">
Shaders have a time variable that constantly increases. At some point, it needs to be rolled back to zero to avoid precision errors on shader animations. This setting specifies when (in seconds).
</member>
<member name="rendering/misc/lossless_compression/force_png" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP.
</member>
<member name="rendering/misc/lossless_compression/webp_compression_level" type="int" setter="" getter="" default="2">
The default compression level for lossless WebP. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. Supported values are 0 to 9. Note that compression levels above 6 are very slow and offer very little savings.
</member>
<member name="rendering/misc/mesh_storage/split_stream" type="bool" setter="" getter="" default="false">
On import, mesh vertex data will be split into two streams within a single vertex buffer, one for position data and the other for interleaved attributes data. Recommended to be enabled if targeting mobile devices. Requires manual reimport of meshes after toggling.
</member>
<member name="rendering/misc/occlusion_culling/max_active_polygons" type="int" setter="" getter="" default="8">
Determines the maximum number of polygon occluders that will be used at any one time.
Although you can have many occluders in a scene, each frame the system will choose from these the most relevant based on a screen space metric, in order to give the best overall performance.
A greater number of polygons can potentially cull more objects, however the cost of culling calculations scales with the number of occluders.
</member>
<member name="rendering/misc/occlusion_culling/max_active_spheres" type="int" setter="" getter="" default="8">
Determines the maximum number of sphere occluders that will be used at any one time.
Although you can have many occluders in a scene, each frame the system will choose from these the most relevant based on a screen space metric, in order to give the best overall performance.
</member>
<member name="rendering/portals/advanced/flip_imported_portals" type="bool" setter="" getter="" default="false">
The default convention is for portal normals to point outward (face outward) from the source room.
If you accidentally build your level with portals facing the wrong way, this setting can fix the problem.
It will flip named portal meshes (i.e. [code]-portal[/code]) on the initial conversion to [Portal] nodes.
</member>
<member name="rendering/portals/debug/logging" type="bool" setter="" getter="" default="true">
Show conversion logs.
[b]Note:[/b] This will automatically be disabled in exports.
</member>
<member name="rendering/portals/gameplay/use_signals" type="bool" setter="" getter="" default="true">
If [code]true[/code], gameplay callbacks will be sent as [code]signals[/code]. If [code]false[/code], they will be sent as [code]notifications[/code].
</member>
<member name="rendering/portals/optimize/remove_danglers" type="bool" setter="" getter="" default="true">
If enabled, while merging meshes, the system will also attempt to remove [Spatial] nodes that no longer have any children.
Reducing the number of [Node]s in the scene tree can make traversal more efficient, but can be switched off in case you wish to use empty [Spatial]s for markers or some other purpose.
</member>
<member name="rendering/portals/pvs/pvs_logging" type="bool" setter="" getter="" default="false">
Show logs during PVS generation.
[b]Note:[/b] This will automatically be disabled in exports.
</member>
<member name="rendering/portals/pvs/use_simple_pvs" type="bool" setter="" getter="" default="false">
Uses a simplified method of generating PVS (potentially visible set) data. The results may not be accurate where more than one portal join adjacent rooms.
[b]Note:[/b] Generally you should only use this option if you encounter bugs when it is set to [code]false[/code], i.e. there are problems with the default method.
</member>
<member name="rendering/quality/depth/hdr" type="bool" setter="" getter="" default="true">
If [code]true[/code], allocates the root [Viewport]'s framebuffer with high dynamic range. High dynamic range allows the use of [Color] values greater than 1. This must be set to [code]true[/code] for glow rendering to work if [member Environment3D.glow_hdr_threshold] is greater than or equal to [code]1.0[/code].
[b]Note:[/b] Only available on the GLES3 backend.
</member>
<member name="rendering/quality/depth/hdr.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/quality/depth/hdr] on mobile devices, due to performance concerns or driver support. This must be set to [code]true[/code] for glow rendering to work if [member Environment3D.glow_hdr_threshold] is greater than or equal to [code]1.0[/code].
[b]Note:[/b] Only available on the GLES3 backend.
</member>
<member name="rendering/quality/depth/use_32_bpc_depth" type="bool" setter="" getter="" default="false">
If [code]true[/code], allocates the root [Viewport]'s framebuffer with full floating-point precision (32-bit) instead of half floating-point precision (16-bit). Only effective when [member rendering/quality/depth/hdr] is also enabled.
[b]Note:[/b] Enabling this setting does not improve rendering quality. Using full floating-point precision is slower, and is generally only needed for advanced shaders that require a high level of precision. To reduce banding, enable [member rendering/quality/filters/use_debanding] instead.
[b]Note:[/b] Only available on the GLES3 backend.
</member>
<member name="rendering/quality/depth_prepass/disable_for_vendors" type="String" setter="" getter="" default="&quot;PowerVR,Mali,Adreno,Apple&quot;">
Disables depth pre-pass for some GPU vendors (usually mobile), as their architecture already does this.
</member>
<member name="rendering/quality/depth_prepass/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
</member>
<member name="rendering/quality/driver/driver_name" type="String" setter="" getter="" default="&quot;GLES2&quot;">
The video driver to use ("GLES2" or "GLES3").
[b]Note:[/b] The backend in use can be overridden at runtime via the [code]--video-driver[/code] command line argument, or by the [member rendering/quality/driver/fallback_to_gles2] option if the target system does not support GLES3 and falls back to GLES2. In such cases, this property is not updated, so use [method OS.get_current_video_driver] to query it at run-time.
</member>
<member name="rendering/quality/driver/fallback_to_gles2" type="bool" setter="" getter="" default="false">
If [code]true[/code], allows falling back to the GLES2 driver if the GLES3 driver is not supported.
[b]Note:[/b] The two video drivers are not drop-in replacements for each other, so a game designed for GLES3 might not work properly when falling back to GLES2. In particular, some features of the GLES3 backend are not available in GLES2. Enabling this setting also means that both ETC and ETC2 VRAM-compressed textures will be exported on Android and iOS, increasing the data pack's size.
</member>
<member name="rendering/quality/filters/anisotropic_filter_level" type="int" setter="" getter="" default="4">
Maximum anisotropic filter level used for textures with anisotropy enabled. Higher values will result in sharper textures when viewed from oblique angles, at the cost of performance. With the exception of [code]1[/code], only power-of-two values are valid ([code]2[/code], [code]4[/code], [code]8[/code], [code]16[/code]). A value of [code]1[/code] forcibly disables anisotropic filtering, even on textures where it is enabled.
[b]Note:[/b] For performance reasons, anisotropic filtering [i]is not enabled by default[/i] on textures. For this setting to have an effect, anisotropic texture filtering can be enabled by selecting a texture in the FileSystem dock, going to the Import dock, checking the [b]Anisotropic[/b] checkbox then clicking [b]Reimport[/b]. However, anisotropic filtering is rarely useful in 2D, so only enable it for textures in 2D if it makes a meaningful visual difference.
[b]Note:[/b] This property is only read when the project starts. There is currently no way to change this setting at run-time.
</member>
<member name="rendering/quality/filters/msaa" type="int" setter="" getter="" default="0">
Sets the number of MSAA samples to use. MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware.
[b]Note:[/b] MSAA is not available on HTML5 export using the GLES2 backend.
</member>
<member name="rendering/quality/filters/sharpen_intensity" type="float" setter="" getter="" default="0.0">
If set to a value greater than [code]0.0[/code], contrast-adaptive sharpening will be applied to the 3D viewport. This has a low performance cost and can be used to recover some of the sharpness lost from using FXAA. Values around [code]0.5[/code] generally give the best results. See also [member rendering/quality/filters/use_fxaa].
</member>
<member name="rendering/quality/filters/use_debanding" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses a fast post-processing filter to make banding significantly less visible in 3D. 2D rendering is [i]not[/i] affected by debanding unless the [member Environment.background_mode] is [constant Environment.BG_CANVAS]. In this case, [member rendering/quality/intended_usage/framebuffer_allocation] must also be set to [b]3D[/b].
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.
[b]Note:[/b] Only available on the GLES3 backend. [member rendering/quality/depth/hdr] must also be [code]true[/code] for debanding to be effective.
[b]Note:[/b] There are known issues with debanding breaking rendering on mobile platforms. Due to this, it is recommended to leave this option disabled when targeting mobile platforms.
[b]Note:[/b] This property is only read when the project starts. To set debanding at run-time, set [member Viewport.debanding] on the root [Viewport] instead.
</member>
<member name="rendering/quality/filters/use_fxaa" type="bool" setter="" getter="" default="false">
Enables FXAA in the root Viewport. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. Some of the lost sharpness can be recovered by enabling contrast-adaptive sharpening (see [member rendering/quality/filters/sharpen_intensity]).
</member>
<member name="rendering/quality/filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false">
If [code]true[/code], 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 [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used.
</member>
<member name="rendering/quality/intended_usage/framebuffer_allocation" type="int" setter="" getter="" default="2">
Strategy used for framebuffer allocation. The simpler it is, the less resources it uses (but the less features it supports). If set to "2D Without Sampling" or "3D Without Effects", sample buffers will not be allocated. This means [code]SCREEN_TEXTURE[/code] and [code]DEPTH_TEXTURE[/code] will not be available in shaders and post-processing effects such as glow will not be available in [Environment3D].
</member>
<member name="rendering/quality/intended_usage/framebuffer_allocation.mobile" type="int" setter="" getter="" default="3">
Lower-end override for [member rendering/quality/intended_usage/framebuffer_allocation] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/reflections/high_quality_ggx" type="bool" setter="" getter="" default="true">
If [code]true[/code], uses a high amount of samples to create blurred variants of reflection probes and panorama backgrounds (sky). Those blurred variants are used by rough materials.
</member>
<member name="rendering/quality/reflections/high_quality_ggx.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/quality/reflections/high_quality_ggx] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/reflections/irradiance_max_size" type="int" setter="" getter="" default="128">
Limits the size of the irradiance map which is normally determined by [member Sky.radiance_size]. A higher size results in a higher quality irradiance map similarly to [member rendering/quality/reflections/high_quality_ggx]. Use a higher value when using high-frequency HDRI maps, otherwise keep this as low as possible.
[b]Note:[/b] Low and mid range hardware do not support complex irradiance maps well and may crash if this is set too high.
</member>
<member name="rendering/quality/reflections/texture_array_reflections" type="bool" setter="" getter="" default="true">
If [code]true[/code], uses texture arrays instead of mipmaps for reflection probes and panorama backgrounds (sky). This reduces jitter noise on reflections, but costs more performance and memory.
</member>
<member name="rendering/quality/reflections/texture_array_reflections.mobile" type="bool" setter="" getter="" default="false">
Lower-end override for [member rendering/quality/reflections/texture_array_reflections] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/shading/force_blinn_over_ggx" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses faster but lower-quality Blinn model to generate blurred reflections instead of the GGX model.
</member>
<member name="rendering/quality/shading/force_blinn_over_ggx.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/quality/shading/force_blinn_over_ggx] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/shading/force_lambert_over_burley" type="bool" setter="" getter="" default="false">
If [code]true[/code], uses faster but lower-quality Lambert material lighting model instead of Burley.
</member>
<member name="rendering/quality/shading/force_lambert_over_burley.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/quality/shading/force_lambert_over_burley] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/shading/force_vertex_shading" type="bool" setter="" getter="" default="false">
If [code]true[/code], forces vertex shading for all 3D [SpatialMaterial] and [ShaderMaterial] rendering. This can be used to improve performance on low-end mobile devices. The downside is that shading becomes much less accurate, with visible linear interpolation between vertices that are joined together. This can be compensated by ensuring meshes have a sufficient level of subdivision (but not too much, to avoid reducing performance). Some material features are also not supported when vertex shading is enabled.
See also [member SpatialMaterial.flags_vertex_lighting] which can be used to enable vertex shading on specific materials only.
[b]Note:[/b] This setting does not affect unshaded materials.
</member>
<member name="rendering/quality/shading/force_vertex_shading.mobile" type="bool" setter="" getter="" default="true">
Lower-end override for [member rendering/quality/shading/force_vertex_shading] on mobile devices, due to performance concerns or driver support. If lighting looks broken after exporting the project to a mobile platform, try disabling this setting.
</member>
<member name="rendering/quality/shading/use_physical_light_attenuation" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables new physical light attenuation for [OmniLight]s and [SpotLight]s. This results in more realistic lighting appearance with a very small performance cost. When physical light attenuation is enabled, lights will appear to be darker as a result of the new attenuation formula. This can be compensated by adjusting the lights' energy or attenuation values.
Changes to this setting will only be applied upon restarting the application.
</member>
<member name="rendering/quality/shadows/filter_mode" type="int" setter="" getter="" default="1">
Shadow filter mode. Higher-quality settings result in smoother shadows that flicker less when moving. "Disabled" is the fastest option, but also has the lowest quality. "PCF5" is smoother but is also slower. "PCF13" is the smoothest option, but is also the slowest.
[b]Note:[/b] When using the GLES2 backend, the "PCF13" option actually uses 16 samples to emulate linear filtering in the shader. This results in a shadow appearance similar to the one produced by the GLES3 backend.
</member>
<member name="rendering/quality/shadows/filter_mode.mobile" type="int" setter="" getter="" default="0">
Lower-end override for [member rendering/quality/shadows/filter_mode] on mobile devices, due to performance concerns or driver support.
</member>
<member name="rendering/quality/skinning/force_software_skinning" type="bool" setter="" getter="" default="false">
Forces [MeshInstance] to always perform skinning on the CPU (applies to both GLES2 and GLES3).
See also [member rendering/quality/skinning/software_skinning_fallback].
</member>
<member name="rendering/quality/skinning/software_skinning_fallback" type="bool" setter="" getter="" default="true">
Allows [MeshInstance] to perform skinning on the CPU when the hardware doesn't support the default GPU skinning process with GLES2.
If [code]false[/code], an alternative skinning process on the GPU is used in this case (slower in most cases).
See also [member rendering/quality/skinning/force_software_skinning].
[b]Note:[/b] When the software skinning fallback is triggered, custom vertex shaders will behave in a different way, because the bone transform will be already applied to the modelview matrix.
</member>
<member name="rendering/quality/spatial_partitioning/render_tree_balance" type="float" setter="" getter="" default="0.0">
The rendering octree balance can be changed to favor smaller ([code]0[/code]), or larger ([code]1[/code]) branches.
Larger branches can increase performance significantly in some projects.
[b]Note:[/b] Not used if [member ProjectSettings.rendering/quality/spatial_partitioning/use_bvh] is enabled.
</member>
<member name="rendering/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
<member name="rendering/threads/thread_safe_bvh" type="bool" setter="" getter="" default="false">
If [code]true[/code], a thread safe version of BVH (bounding volume hierarchy) will be used in rendering and Godot physics.
Try enabling this option if you see any visual anomalies in 3D (such as incorrect object visibility).
</member>
<member name="rendering/vram_compression/import_bptc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the BPTC algorithm. This texture compression algorithm is only supported on desktop platforms, and only when using the GLES3 renderer.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].import/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
<member name="rendering/vram_compression/import_etc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression algorithm. This algorithm doesn't support alpha channels in textures.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].import/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
<member name="rendering/vram_compression/import_etc2" type="bool" setter="" getter="" default="true">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the Ericsson Texture Compression 2 algorithm. This texture compression algorithm is only supported when using the GLES3 renderer.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].import/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
<member name="rendering/vram_compression/import_pvrtc" type="bool" setter="" getter="" default="false">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the PowerVR Texture Compression algorithm. This texture compression algorithm is only supported on iOS.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].import/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
<member name="rendering/vram_compression/import_s3tc" type="bool" setter="" getter="" default="true">
If [code]true[/code], the texture importer will import VRAM-compressed textures using the S3 Texture Compression algorithm. This algorithm is only supported on desktop platforms and consoles.
[b]Note:[/b] Changing this setting does [i]not[/i] impact textures that were already imported before. To make this setting apply to textures that were already imported, exit the editor, remove the [code].import/[/code] folder located inside the project folder then restart the editor (see [member application/config/use_hidden_project_data_directory]).
</member>
<member name="thread_pool/max_work_per_frame_percent" type="int" setter="" getter="" default="25">
</member>
<member name="thread_pool/target_fps" type="int" setter="" getter="" default="60">
</member>
<member name="thread_pool/thread_count" type="int" setter="" getter="" default="-1">
</member>
<member name="thread_pool/thread_fallback_count" type="int" setter="" getter="" default="4">
</member>
<member name="thread_pool/use_threads" type="bool" setter="" getter="" default="true">
</member>
<member name="world/2d/cell_size" type="int" setter="" getter="" default="100">
Cell size used for the 2D hash grid that [VisibilityNotifier2D] uses (in pixels).
</member>
</members>
<signals>
<signal name="project_settings_changed">
<description>
Objects can use this signal to restrict reading of settings only to situations where a change has been made.
</description>
</signal>
</signals>
<constants>
</constants>
</class>