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ProjectSettings.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="ProjectSettings" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Stores globally-accessible variables.
</brief_description>
<description>
Stores variables that can be accessed 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="Project Settings">$DOCS_URL/tutorials/editor/project_settings.html</link>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/2747</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/2748</link>
<link title="Operating System Testing Demo">https://godotengine.org/asset-library/asset/2789</link>
</tutorials>
<methods>
<method name="add_property_info">
<return type="void" />
<param 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]
[codeblocks]
[gdscript]
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)
[/gdscript]
[csharp]
ProjectSettings.Singleton.Set("category/property_name", 0);
var propertyInfo = new Godot.Collections.Dictionary
{
{"name", "category/propertyName"},
{"type", (int)Variant.Type.Int},
{"hint", (int)PropertyHint.Enum},
{"hint_string", "one,two,three"},
};
ProjectSettings.AddPropertyInfo(propertyInfo);
[/csharp]
[/codeblocks]
</description>
</method>
<method name="clear">
<return type="void" />
<param index="0" name="name" type="String" />
<description>
Clears the whole configuration (not recommended, may break things).
</description>
</method>
<method name="get_global_class_list">
<return type="Dictionary[]" />
<description>
Returns an [Array] of registered global classes. Each global class is represented as a [Dictionary] that contains the following entries:
- [code]base[/code] is a name of the base class;
- [code]class[/code] is a name of the registered global class;
- [code]icon[/code] is a path to a custom icon of the global class, if it has any;
- [code]language[/code] is a name of a programming language in which the global class is written;
- [code]path[/code] is a path to a file containing the global class.
[b]Note:[/b] Both the script and the icon paths are local to the project filesystem, i.e. they start with [code]res://[/code].
</description>
</method>
<method name="get_order" qualifiers="const">
<return type="int" />
<param 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" />
<param index="0" name="name" type="String" />
<param index="1" name="default_value" type="Variant" default="null" />
<description>
Returns the value of the setting identified by [param name]. If the setting doesn't exist and [param default_value] is specified, the value of [param default_value] is returned. Otherwise, [code]null[/code] is returned.
[codeblocks]
[gdscript]
print(ProjectSettings.get_setting("application/config/name"))
print(ProjectSettings.get_setting("application/config/custom_description", "No description specified."))
[/gdscript]
[csharp]
GD.Print(ProjectSettings.GetSetting("application/config/name"));
GD.Print(ProjectSettings.GetSetting("application/config/custom_description", "No description specified."));
[/csharp]
[/codeblocks]
[b]Note:[/b] This method doesn't take potential feature overrides into account automatically. Use [method get_setting_with_override] to handle seamlessly.
</description>
</method>
<method name="get_setting_with_override" qualifiers="const">
<return type="Variant" />
<param index="0" name="name" type="StringName" />
<description>
Similar to [method get_setting], but applies feature tag overrides if any exists and is valid.
[b]Example:[/b] If the setting override [code]"application/config/name.windows"[/code] exists, and the following code is executed on a [i]Windows[/i] operating system, the overridden setting is printed instead:
[codeblocks]
[gdscript]
print(ProjectSettings.get_setting_with_override("application/config/name"))
[/gdscript]
[csharp]
GD.Print(ProjectSettings.GetSettingWithOverride("application/config/name"));
[/csharp]
[/codeblocks]
</description>
</method>
<method name="globalize_path" qualifiers="const">
<return type="String" />
<param index="0" name="path" type="String" />
<description>
Returns the absolute, native OS path corresponding to the localized [param path] (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().path_join("hello.txt")
[/codeblock]
</description>
</method>
<method name="has_setting" qualifiers="const">
<return type="bool" />
<param index="0" name="name" type="String" />
<description>
Returns [code]true[/code] if a configuration value is present.
</description>
</method>
<method name="load_resource_pack">
<return type="bool" />
<param index="0" name="pack" type="String" />
<param index="1" name="replace_files" type="bool" default="true" />
<param index="2" name="offset" type="int" default="0" />
<description>
Loads the contents of the .pck or .zip file specified by [param pack] into the resource filesystem ([code]res://[/code]). Returns [code]true[/code] on success.
[b]Note:[/b] If a file from [param pack] shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from [param pack] unless [param replace_files] is set to [code]false[/code].
[b]Note:[/b] The optional [param offset] parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files.
[b]Note:[/b] [DirAccess] will not show changes made to the contents of [code]res://[/code] after calling this function.
</description>
</method>
<method name="localize_path" qualifiers="const">
<return type="String" />
<param index="0" name="path" type="String" />
<description>
Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [param path]. See also [method globalize_path].
</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" />
<param 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_as_basic">
<return type="void" />
<param index="0" name="name" type="String" />
<param index="1" name="basic" type="bool" />
<description>
Defines if the specified setting is considered basic or advanced. Basic settings will always be shown in the project settings. Advanced settings will only be shown if the user enables the "Advanced Settings" option.
</description>
</method>
<method name="set_as_internal">
<return type="void" />
<param index="0" name="name" type="String" />
<param index="1" name="internal" type="bool" />
<description>
Defines if the specified setting is considered internal. An internal setting won't show up in the Project Settings dialog. This is mostly useful for addons that need to store their own internal settings without exposing them directly to the user.
</description>
</method>
<method name="set_initial_value">
<return type="void" />
<param index="0" name="name" type="String" />
<param index="1" name="value" type="Variant" />
<description>
Sets the specified setting's initial value. This is the value the setting reverts to.
</description>
</method>
<method name="set_order">
<return type="void" />
<param index="0" name="name" type="String" />
<param 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_restart_if_changed">
<return type="void" />
<param index="0" name="name" type="String" />
<param index="1" name="restart" type="bool" />
<description>
Sets whether a setting requires restarting the editor to properly take effect.
[b]Note:[/b] This is just a hint to display to the user that the editor must be restarted for changes to take effect. Enabling [method set_restart_if_changed] does [i]not[/i] delay the setting being set when changed.
</description>
</method>
<method name="set_setting">
<return type="void" />
<param index="0" name="name" type="String" />
<param index="1" name="value" type="Variant" />
<description>
Sets the value of a setting.
[codeblocks]
[gdscript]
ProjectSettings.set_setting("application/config/name", "Example")
[/gdscript]
[csharp]
ProjectSettings.SetSetting("application/config/name", "Example");
[/csharp]
[/codeblocks]
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="animation/warnings/check_angle_interpolation_type_conflicting" type="bool" setter="" getter="" default="true">
If [code]true[/code], [AnimationMixer] prints the warning of interpolation being forced to choose the shortest rotation path due to multiple angle interpolation types being mixed in the [AnimationMixer] cache.
</member>
<member name="animation/warnings/check_invalid_track_paths" type="bool" setter="" getter="" default="true">
If [code]true[/code], [AnimationMixer] prints the warning of no matching object of the track path in the scene.
</member>
<member name="application/boot_splash/bg_color" type="Color" setter="" getter="" default="Color(0.14, 0.14, 0.14, 1)">
Background color for the boot splash.
</member>
<member name="application/boot_splash/fullsize" type="bool" setter="" getter="" default="true">
If [code]true[/code], scale the boot splash image to the full window size (preserving the aspect ratio) when the engine starts. If [code]false[/code], the engine will leave it at the default pixel size.
</member>
<member name="application/boot_splash/image" type="String" setter="" getter="" default="""">
Path to an image used as the boot splash. If left empty, the default Godot Engine splash will be displayed instead.
[b]Note:[/b] Only effective if [member application/boot_splash/show_image] is [code]true[/code].
[b]Note:[/b] The only supported format is PNG. Using another image format will result in an error.
[b]Note:[/b] The image will also show when opening the project in the editor. If you want to display the default splash image in the editor, add an empty override for [code]editor_hint[/code] feature.
</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/boot_splash/show_image" type="bool" setter="" getter="" default="true">
If [code]true[/code], displays the image specified in [member application/boot_splash/image] when the engine starts. If [code]false[/code], only displays the plain color specified in [member application/boot_splash/bg_color].
</member>
<member name="application/boot_splash/use_filter" type="bool" setter="" getter="" default="true">
If [code]true[/code], applies linear filtering when scaling the image (recommended for high-resolution artwork). If [code]false[/code], uses nearest-neighbor interpolation (recommended for pixel art).
</member>
<member name="application/config/auto_accept_quit" type="bool" setter="" getter="" default="true">
If [code]true[/code], the application automatically accepts quitting requests.
</member>
<member name="application/config/custom_user_dir_name" type="String" setter="" getter="" default="""">
This user directory is used for storing persistent data ([code]user://[/code] filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
[b]Note:[/b] If [member application/config/custom_user_dir_name] contains trailing periods, they will be stripped as folder names ending with a period are not allowed on Windows.
</member>
<member name="application/config/description" type="String" setter="" getter="" default="""">
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="""">
Icon used for the project, set when project loads. Exporters will also use this icon as a fallback if necessary.
</member>
<member name="application/config/macos_native_icon" type="String" setter="" getter="" default="""">
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 DisplayServer.set_native_icon].
</member>
<member name="application/config/name" type="String" setter="" getter="" default="""">
The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. 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=$DOCS_URL/tutorials/io/data_paths.html]Data paths[/url] in the documentation for more information.
</member>
<member name="application/config/name_localized" type="Dictionary" setter="" getter="" default="{}">
Translations of the project's name. This setting is used by OS tools to translate application name on Android, iOS and macOS.
</member>
<member name="application/config/project_settings_override" type="String" setter="" getter="" default="""">
Specifies a file to override project settings. For example: [code]user://custom_settings.cfg[/code]. See "Overriding" in the [ProjectSettings] class description at the top for more information.
[b]Note:[/b] Regardless of this setting's value, [code]res://override.cfg[/code] will still be read to override the project settings.
</member>
<member name="application/config/quit_on_go_back" type="bool" setter="" getter="" default="true">
If [code]true[/code], the application quits automatically when navigating back (e.g. using the system "Back" button on Android).
</member>
<member name="application/config/use_custom_user_dir" type="bool" setter="" getter="" default="false">
If [code]true[/code], the project will save user data to its own user directory. If [member application/config/custom_user_dir_name] is empty, [code]<OS user data directory>/<project name>[/code] directory will be used. If [code]false[/code], the project will save user data to [code]<OS user data directory>/Godot/app_userdata/<project name>[/code].
See also [url=$DOCS_URL/tutorials/io/data_paths.html#accessing-persistent-user-data-user]File paths in Godot projects[/url]. This setting is only effective on desktop platforms.
</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].godot[/code]) for storing project-specific data (metadata, shader cache, etc.).
If [code]false[/code], a non-hidden directory ([code]godot[/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].godot[/code] folder.
</member>
<member name="application/config/version" type="String" setter="" getter="" default="""">
The project's human-readable version identifier. This is used by exporters if the version identifier isn't overridden there. If [member application/config/version] is an empty string and the version identifier isn't overridden in an exporter, the exporter will use [code]1.0.0[/code] as a version identifier.
</member>
<member name="application/config/windows_native_icon" type="String" setter="" getter="" default="""">
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 DisplayServer.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/vsync_mode] is set to [code]enabled[/code], 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/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 @GlobalScope.push_error] and [method @GlobalScope.push_warning]. See also [member application/run/disable_stdout].
Changes to this setting will only be applied upon restarting the application. To control this at runtime, use [member Engine.print_error_messages].
</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] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. See also [member application/run/disable_stderr].
Changes to this setting will only be applied upon restarting the application. To control this at runtime, use [member Engine.print_to_stdout].
</member>
<member name="application/run/enable_alt_space_menu" type="bool" setter="" getter="" default="false">
If [code]true[/code], allows the [kbd]Alt + Space[/kbd] keys to display the window menu. This menu allows the user to perform various window management operations such as moving, resizing, or minimizing the window.
[b]Note:[/b] When the menu is displayed, project execution will pause until the menu is [i]fully[/i] closed due to Windows behavior. Consider this when enabling this setting in a networked multiplayer game. The menu is only considered fully closed when an option is selected, when the user clicks outside, or when [kbd]Escape[/kbd] is pressed after bringing up the window menu [i]and[/i] another key is pressed afterwards.
[b]Note:[/b] This setting is implemented only on Windows.
</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 [i]constant[/i] delay between frames in the main loop (in milliseconds). In most situations, [member application/run/max_fps] should be preferred as an FPS limiter as it's more precise.
This setting can be overridden using the [code]--frame-delay <ms;>[/code] command line argument.
</member>
<member name="application/run/low_processor_mode" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables low-processor usage mode. When enabled, the engine takes longer to redraw, but only redraws the screen if necessary. This may lower power consumption, and is intended for editors or mobile applications. For most games, because the screen needs to be redrawn every frame, it is recommended to keep this setting disabled.
</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_loop_type" type="String" setter="" getter="" default=""SceneTree"">
The name of the type implementing the engine's main loop.
</member>
<member name="application/run/main_scene" type="String" setter="" getter="" default="""">
Path to the main scene file that will be loaded when the project runs.
</member>
<member name="application/run/max_fps" type="int" setter="" getter="" default="0">
Maximum number of frames per second allowed. A value of [code]0[/code] means "no limit". The actual number of frames per second may still be below this value if the CPU or GPU cannot keep up with the project logic and rendering.
Limiting the FPS can be useful to reduce system power consumption, which reduces heat and noise emissions (and improves battery life on mobile devices).
If [member display/window/vsync/vsync_mode] is set to [code]Enabled[/code] or [code]Adaptive[/code], it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
If [member display/window/vsync/vsync_mode] is [code]Enabled[/code], on monitors with variable refresh rate enabled (G-Sync/FreeSync), using an FPS limit a few frames lower than the monitor's refresh rate will [url=https://blurbusters.com/howto-low-lag-vsync-on/]reduce input lag while avoiding tearing[/url].
If [member display/window/vsync/vsync_mode] is [code]Disabled[/code], limiting the FPS to a high value that can be consistently reached on the system can reduce input lag compared to an uncapped framerate. Since this works by ensuring the GPU load is lower than 100%, this latency reduction is only effective in GPU-bottlenecked scenarios, not CPU-bottlenecked scenarios.
See also [member physics/common/physics_ticks_per_second].
This setting can be overridden using the [code]--max-fps <fps>[/code] command line argument (including with a value of [code]0[/code] for unlimited framerate).
[b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.max_fps] instead.
</member>
<member name="application/run/print_header" type="bool" setter="" getter="" default="true">
If [code]true[/code], the engine header is printed in the console on startup. This header describes the current version of the engine, as well as the renderer being used. This behavior can also be disabled on the command line with the [code]--no-header[/code] option.
</member>
<member name="audio/buses/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/buses/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/buses/default_bus_layout" type="String" setter="" getter="" default=""res://default_bus_layout.tres"">
Default [AudioBusLayout] resource file to use in the project, unless overridden by the scene.
</member>
<member name="audio/driver/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.
The [code]Dummy[/code] audio driver disables all audio playback and recording, which is useful for non-game applications as it reduces CPU usage. It also prevents the engine from appearing as an application playing audio in the OS' audio mixer.
To query the value that is being used at run-time (which may be overridden by command-line arguments or headless mode), use [method AudioServer.get_driver_name].
[b]Note:[/b] The driver in use can be overridden at runtime via the [code]--audio-driver[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
</member>
<member name="audio/driver/enable_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/driver/mix_rate" type="int" setter="" getter="" default="44100">
Target mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system.
[b]Note:[/b] On iOS and macOS, mixing rate is determined by audio driver, this value is ignored.
[b]Note:[/b] Input and output mixing rates might be different. Use [method AudioServer.get_mix_rate] and [method AudioServer.get_input_mix_rate] to get actual values.
</member>
<member name="audio/driver/mix_rate.web" type="int" setter="" getter="" default="0">
Safer override for [member audio/driver/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/driver/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 crackling on slower hardware.
Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use [method AudioServer.get_output_latency] to determine the actual audio output latency.
Audio output latency can be overridden using the [code]--audio-output-latency <ms>[/code] command line argument.
[b]Note:[/b] This setting is ignored on Android, and on all versions of Windows prior to Windows 10.
</member>
<member name="audio/driver/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/driver/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
</member>
<member name="audio/general/2d_panning_strength" type="float" setter="" getter="" default="0.5">
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]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
</member>
<member name="audio/general/3d_panning_strength" type="float" setter="" getter="" default="0.5">
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]. A value of [code]0.0[/code] disables stereo panning entirely, leaving only volume attenuation in place. A value of [code]1.0[/code] completely mutes one of the channels if the sound is located exactly to the left (or right) of the listener.
The default value of [code]0.5[/code] is tuned for headphones. When using speakers, you may find lower values to sound better as speakers have a lower stereo separation compared to headphones.
</member>
<member name="audio/general/default_playback_type" type="int" setter="" getter="" default="0" experimental="">
Specifies the default playback type of the platform.
The default value is set to [b]Stream[/b], as most platforms have no issues mixing streams.
</member>
<member name="audio/general/default_playback_type.web" type="int" setter="" getter="" default="1" experimental="">
Specifies the default playback type of the Web platform.
The default value is set to [b]Sample[/b] as the Web platform is not suited to mix audio streams outside of the Web Audio API, especially when exporting a single-threaded game. [b]Sample[/b] allows for lower latency on the web platform at the cost of flexibility ([AudioEffect]s are not supported).
[b]Warning:[/b] Forcing [b]Stream[/b] on the Web platform may cause high audio latency and crackling, especially when exporting a multi-threaded game.
</member>
<member name="audio/general/ios/mix_with_others" type="bool" setter="" getter="" default="false">
Sets the [url=https://developer.apple.com/documentation/avfaudio/avaudiosession/categoryoptions/1616611-mixwithothers]mixWithOthers[/url] option for the AVAudioSession on iOS. This will override the mix behavior, if the category is set to [code]Play and Record[/code], [code]Playback[/code], or [code]Multi Route[/code].
[code]Ambient[/code] always has this set per default.
</member>
<member name="audio/general/ios/session_category" type="int" setter="" getter="" default="0">
Sets the [url=https://developer.apple.com/documentation/avfaudio/avaudiosessioncategory]AVAudioSessionCategory[/url] on iOS. Use the [code]Playback[/code] category to get sound output, even if the phone is in silent mode.
</member>
<member name="audio/general/text_to_speech" type="bool" setter="" getter="" default="false">
If [code]true[/code], text-to-speech support is enabled, see [method DisplayServer.tts_get_voices] and [method DisplayServer.tts_speak].
[b]Note:[/b] Enabling TTS can cause addition idle CPU usage and interfere with the sleep mode, so consider disabling it if TTS is not used.
</member>
<member name="audio/video/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
Setting to hardcode audio delay when playing video. Best to leave this unchanged unless you know what you are doing.
</member>
<member name="collada/use_ambient" type="bool" setter="" getter="" default="false">
If [code]true[/code], ambient lights will be imported from COLLADA models as [DirectionalLight3D]. If [code]false[/code], ambient lights will be ignored.
</member>
<member name="compression/formats/gzip/compression_level" type="int" setter="" getter="" default="-1">
The default compression level for gzip. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. [code]-1[/code] uses the default gzip compression level, which is identical to [code]6[/code] but could change in the future due to underlying zlib updates.
</member>
<member name="compression/formats/zlib/compression_level" type="int" setter="" getter="" default="-1">
The default compression level for Zlib. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level. [code]-1[/code] uses the default gzip compression level, which is identical to [code]6[/code] but could change in the future due to underlying zlib updates.
</member>
<member name="compression/formats/zstd/compression_level" type="int" setter="" getter="" default="3">
The default compression level for Zstandard. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level.
</member>
<member name="compression/formats/zstd/long_distance_matching" type="bool" setter="" getter="" default="false">
Enables [url=https://github.com/facebook/zstd/releases/tag/v1.3.2]long-distance matching[/url] in Zstandard.
</member>
<member name="compression/formats/zstd/window_log_size" type="int" setter="" getter="" default="27">
Largest size limit (in power of 2) allowed when compressing using long-distance matching with Zstandard. Higher values can result in better compression, but will require more memory when compressing and decompressing.
</member>
<member name="debug/canvas_items/debug_redraw_color" type="Color" setter="" getter="" default="Color(1, 0.2, 0.2, 0.5)">
If canvas item redraw debugging is active, this color will be flashed on canvas items when they redraw.
</member>
<member name="debug/canvas_items/debug_redraw_time" type="float" setter="" getter="" default="1.0">
If canvas item redraw debugging is active, this will be the time the flash will last each time they redraw.
</member>
<member name="debug/file_logging/enable_file_logging" type="bool" setter="" getter="" default="false">
If [code]true[/code], logs all output and error messages to files. See also [member debug/file_logging/log_path], [member debug/file_logging/max_log_files], and [member application/run/flush_stdout_on_print].
</member>
<member name="debug/file_logging/enable_file_logging.pc" type="bool" setter="" getter="" default="true">
Desktop override for [member debug/file_logging/enable_file_logging], as log files are not readily accessible on mobile/Web platforms.
</member>
<member name="debug/file_logging/log_path" type="String" setter="" getter="" default=""user://logs/godot.log"">
Path at which to store log files for the project. Using a path under [code]user://[/code] is recommended.
This can be specified manually on the command line using the [code]--log-file <file>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url]. If this command line argument is specified, log rotation is automatically disabled (see [member debug/file_logging/max_log_files]).
</member>
<member name="debug/file_logging/max_log_files" type="int" setter="" getter="" default="5">
Specifies the maximum number of log files allowed (used for rotation). Set to [code]1[/code] to disable log file rotation.
If the [code]--log-file <file>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url] is used, log rotation is always disabled.
</member>
<member name="debug/gdscript/warnings/assert_always_false" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to [code]false[/code].
</member>
<member name="debug/gdscript/warnings/assert_always_true" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an [code]assert[/code] call always evaluates to [code]true[/code].
</member>
<member name="debug/gdscript/warnings/confusable_capture_reassignment" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable captured by a lambda is reassigned, since this does not modify the outer local variable.
</member>
<member name="debug/gdscript/warnings/confusable_identifier" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an identifier contains characters that can be confused with something else, like when mixing different alphabets.
</member>
<member name="debug/gdscript/warnings/confusable_local_declaration" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an identifier declared in the nested block has the same name as an identifier declared below in the parent block.
</member>
<member name="debug/gdscript/warnings/confusable_local_usage" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an identifier that will be shadowed below in the block is used.
</member>
<member name="debug/gdscript/warnings/constant_used_as_function" type="int" setter="" getter="" default="1" deprecated="This warning is never produced. Instead, an error is generated if the expression type is known at compile time.">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a constant is used as a function.
</member>
<member name="debug/gdscript/warnings/deprecated_keyword" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when deprecated keywords are used.
[b]Note:[/b] There are currently no deprecated keywords, so this warning is never produced.
</member>
<member name="debug/gdscript/warnings/empty_file" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an empty file is parsed.
</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/enum_variable_without_default" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a variable has an enum type but no explicit default value, but only if the enum does not contain [code]0[/code] as a valid value.
</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/function_used_as_property" type="int" setter="" getter="" default="1" deprecated="This warning is never produced. When a function is used as a property, a [Callable] is returned.">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a function as if it is a property.
</member>
<member name="debug/gdscript/warnings/get_node_default_without_onready" type="int" setter="" getter="" default="2">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when [method Node.get_node] (or the shorthand [code]$[/code]) is used as default value of a class variable without the [code]@onready[/code] annotation.
</member>
<member name="debug/gdscript/warnings/incompatible_ternary" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a ternary operator may emit values with incompatible types.
</member>
<member name="debug/gdscript/warnings/inference_on_variant" type="int" setter="" getter="" default="2">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a static inferred type uses a [Variant] as initial value, which makes the static type to also be Variant.
</member>
<member name="debug/gdscript/warnings/inferred_declaration" type="int" setter="" getter="" default="0">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a variable, constant, or parameter has an implicitly inferred static type.
[b]Note:[/b] This warning is recommended [i]in addition[/i] to [member debug/gdscript/warnings/untyped_declaration] if you want to always specify the type explicitly. Having [code]INFERRED_DECLARATION[/code] warning level higher than [code]UNTYPED_DECLARATION[/code] warning level makes little sense and is not recommended.
</member>
<member name="debug/gdscript/warnings/int_as_enum_without_cast" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when trying to use an integer as an enum without an explicit cast.
</member>
<member name="debug/gdscript/warnings/int_as_enum_without_match" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when trying to use an integer as an enum when there is no matching enum member for that numeric value.
</member>
<member name="debug/gdscript/warnings/integer_division" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when dividing an integer by another integer (the decimal part will be discarded).
</member>
<member name="debug/gdscript/warnings/missing_tool" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when the base class script has the [code]@tool[/code] annotation, but the current class script does not have it.
</member>
<member name="debug/gdscript/warnings/narrowing_conversion" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
</member>
<member name="debug/gdscript/warnings/native_method_override" type="int" setter="" getter="" default="2">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a method in the script overrides a native method, because it may not behave as expected.
</member>
<member name="debug/gdscript/warnings/onready_with_export" type="int" setter="" getter="" default="2">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when the [code]@onready[/code] annotation is used together with the [code]@export[/code] annotation, since it may not behave as expected.
</member>
<member name="debug/gdscript/warnings/property_used_as_function" type="int" setter="" getter="" default="1" deprecated="This warning is never produced. Instead, an error is generated if the expression type is known at compile time.">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a property as if it is a function.
</member>
<member name="debug/gdscript/warnings/redundant_await" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a function that is not a coroutine is called with await.
</member>
<member name="debug/gdscript/warnings/redundant_static_unload" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when the [code]@static_unload[/code] annotation is used in a script without any static variables.
</member>
<member name="debug/gdscript/warnings/renamed_in_godot_4_hint" type="bool" setter="" getter="" default="true">
When enabled, using a property, enum, or function that was renamed since Godot 3 will produce a hint if an error occurs.
</member>
<member name="debug/gdscript/warnings/return_value_discarded" type="int" setter="" getter="" default="0">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a function without using its return value (by assigning it to a variable or using it as a function argument). These return values are sometimes used to indicate possible errors using the [enum Error] enum.
</member>
<member name="debug/gdscript/warnings/shadowed_global_identifier" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when defining a local or member variable, signal, or enum that would have the same name as a built-in function or global class name, thus shadowing it.
</member>
<member name="debug/gdscript/warnings/shadowed_variable" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable or local constant shadows a member declared in the current class.
</member>
<member name="debug/gdscript/warnings/shadowed_variable_base_class" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable or local constant shadows a member declared in a base class.
</member>
<member name="debug/gdscript/warnings/standalone_expression" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling an expression that may have 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="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a ternary expression that may have 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/static_called_on_instance" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when calling a static method from an instance of a class instead of from the class directly.
</member>
<member name="debug/gdscript/warnings/unassigned_variable" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using a variable that wasn't previously assigned.
</member>
<member name="debug/gdscript/warnings/unassigned_variable_op_assign" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively 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="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed).
</member>
<member name="debug/gdscript/warnings/unreachable_pattern" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when an unreachable [code]match[/code] pattern is detected.
</member>
<member name="debug/gdscript/warnings/unsafe_call_argument" type="int" setter="" getter="" default="0">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when using an expression whose type may not be compatible with the function parameter expected.
</member>
<member name="debug/gdscript/warnings/unsafe_cast" type="int" setter="" getter="" default="0">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a [Variant] value is cast to a non-Variant.
</member>
<member name="debug/gdscript/warnings/unsafe_method_access" type="int" setter="" getter="" default="0">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively 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="int" setter="" getter="" default="0">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when accessing a property whose presence is not guaranteed at compile-time in the class.
</member>
<member name="debug/gdscript/warnings/unsafe_void_return" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when returning a call from a [code]void[/code] function when such call cannot be guaranteed to be also [code]void[/code].
</member>
<member name="debug/gdscript/warnings/untyped_declaration" type="int" setter="" getter="" default="0">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a variable or parameter has no static type, or if a function has no static return type.
[b]Note:[/b] This warning is recommended together with [member EditorSettings.text_editor/completion/add_type_hints] to help achieve type safety.
</member>
<member name="debug/gdscript/warnings/unused_local_constant" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local constant is never used.
</member>
<member name="debug/gdscript/warnings/unused_parameter" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a function parameter is never used.
</member>
<member name="debug/gdscript/warnings/unused_private_class_variable" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a private member variable is never used.
</member>
<member name="debug/gdscript/warnings/unused_signal" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a signal is declared but never explicitly used in the class.
</member>
<member name="debug/gdscript/warnings/unused_variable" type="int" setter="" getter="" default="1">
When set to [code]warn[/code] or [code]error[/code], produces a warning or an error respectively when a local variable is unused.
</member>
<member name="debug/settings/crash_handler/message" type="String" setter="" getter="" default=""Please include this when reporting the bug to the project developer."">
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=""Please include this when reporting the bug on: https://github.com/godotengine/godot/issues"">
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/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
Maximum call stack allowed for debugging GDScript.
</member>
<member name="debug/settings/physics_interpolation/enable_warnings" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings which can help pinpoint where nodes are being incorrectly updated, which will result in incorrect interpolation and visual glitches.
When a node is being interpolated, it is essential that the transform is set during [method Node._physics_process] (during a physics tick) rather than [method Node._process] (during a frame).
</member>
<member name="debug/settings/profiler/max_functions" type="int" setter="" getter="" default="16384">
Maximum number of functions per frame allowed when profiling.
</member>
<member name="debug/settings/profiler/max_timestamp_query_elements" type="int" setter="" getter="" default="256">
Maximum number of timestamp query elements allowed per frame for visual 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/print_gpu_profile" type="bool" setter="" getter="" default="false">
Print GPU profile information to standard output every second. This includes how long each frame takes the GPU to render on average, broken down into different steps of the render pipeline, such as CanvasItems, shadows, glow, etc.
</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. This can also be enabled using the [code]--verbose[/code] or [code]-v[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url], even on an exported project. See also [method OS.is_stdout_verbose] and [method @GlobalScope.print_verbose].
</member>
<member name="debug/shader_language/warnings/device_limit_exceeded" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning when the shader exceeds certain device limits. Currently, the only device limit checked is the limit on uniform buffer size. More device limits will be added in the future.
</member>
<member name="debug/shader_language/warnings/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables specific shader warnings (see [code]debug/shader_language/warnings/*[/code] settings). If [code]false[/code], disables all shader warnings.
</member>
<member name="debug/shader_language/warnings/float_comparison" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning when two floating-point numbers are compared directly with the [code]==[/code] operator or the [code]!=[/code] operator.
</member>
<member name="debug/shader_language/warnings/formatting_error" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning upon encountering certain formatting errors. Currently this only checks for empty statements. More formatting errors may be added over time.
</member>
<member name="debug/shader_language/warnings/magic_position_write" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning when the shader contains [code]POSITION = vec4(vertex,[/code] as this was very common code written in Godot 4.2 and earlier that was paired with a QuadMesh to produce a full screen post processes pass. With the switch to reversed z in 4.3, this trick no longer works, as it implicitly relied on the [code]VERTEX.z[/code] being 0.
</member>
<member name="debug/shader_language/warnings/treat_warnings_as_errors" type="bool" setter="" getter="" default="false">
When set to [code]true[/code], warnings are treated as errors.
</member>
<member name="debug/shader_language/warnings/unused_constant" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning when a constant is never used.
</member>
<member name="debug/shader_language/warnings/unused_function" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning when a function is never used.
</member>
<member name="debug/shader_language/warnings/unused_local_variable" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning when a local variable is never used.
</member>
<member name="debug/shader_language/warnings/unused_struct" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning when a struct is never used.
</member>
<member name="debug/shader_language/warnings/unused_uniform" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning when a uniform is never used.
</member>
<member name="debug/shader_language/warnings/unused_varying" type="bool" setter="" getter="" default="true">
When set to [code]true[/code], produces a warning when a varying is never used.
</member>
<member name="debug/shapes/avoidance/agents_radius_color" type="Color" setter="" getter="" default="Color(1, 1, 0, 0.25)">
Color of the avoidance agents radius, visible when "Visible Avoidance" is enabled in the Debug menu.
</member>
<member name="debug/shapes/avoidance/enable_agents_radius" type="bool" setter="" getter="" default="true">
If enabled, displays avoidance agents radius when "Visible Avoidance" is enabled in the Debug menu.
</member>
<member name="debug/shapes/avoidance/enable_obstacles_radius" type="bool" setter="" getter="" default="true">
If enabled, displays avoidance obstacles radius when "Visible Avoidance" is enabled in the Debug menu.
</member>
<member name="debug/shapes/avoidance/enable_obstacles_static" type="bool" setter="" getter="" default="true">
If enabled, displays static avoidance obstacles when "Visible Avoidance" is enabled in the Debug menu.
</member>
<member name="debug/shapes/avoidance/obstacles_radius_color" type="Color" setter="" getter="" default="Color(1, 0.5, 0, 0.25)">
Color of the avoidance obstacles radius, visible when "Visible Avoidance" is enabled in the Debug menu.
</member>
<member name="debug/shapes/avoidance/obstacles_static_edge_pushin_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 1)">
Color of the static avoidance obstacles edges when their vertices are winded in order to push agents in, visible when "Visible Avoidance" is enabled in the Debug menu.
</member>
<member name="debug/shapes/avoidance/obstacles_static_edge_pushout_color" type="Color" setter="" getter="" default="Color(1, 1, 0, 1)">
Color of the static avoidance obstacles edges when their vertices are winded in order to push agents out, visible when "Visible Avoidance" is enabled in the Debug menu.
</member>
<member name="debug/shapes/avoidance/obstacles_static_face_pushin_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 0)">
Color of the static avoidance obstacles faces when their vertices are winded in order to push agents in, visible when "Visible Avoidance" is enabled in the Debug menu.
</member>
<member name="debug/shapes/avoidance/obstacles_static_face_pushout_color" type="Color" setter="" getter="" default="Color(1, 1, 0, 0.5)">
Color of the static avoidance obstacles faces when their vertices are winded in order to push agents out, visible when "Visible Avoidance" is enabled in the Debug menu.
</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/navigation/agent_path_color" type="Color" setter="" getter="" default="Color(1, 0, 0, 1)">
Color to display enabled navigation agent paths when an agent has debug enabled.
</member>
<member name="debug/shapes/navigation/agent_path_point_size" type="float" setter="" getter="" default="4.0">
Rasterized size (pixel) used to render navigation agent path points when an agent has debug enabled.
</member>
<member name="debug/shapes/navigation/edge_connection_color" type="Color" setter="" getter="" default="Color(1, 0, 1, 1)">
Color to display edge connections between navigation regions, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/enable_agent_paths" type="bool" setter="" getter="" default="true">
If enabled, displays navigation agent paths when an agent has debug enabled.
</member>
<member name="debug/shapes/navigation/enable_agent_paths_xray" type="bool" setter="" getter="" default="true">
If enabled, displays navigation agent paths through geometry when an agent has debug enabled.
</member>
<member name="debug/shapes/navigation/enable_edge_connections" type="bool" setter="" getter="" default="true">
If enabled, displays edge connections between navigation regions when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/enable_edge_connections_xray" type="bool" setter="" getter="" default="true">
If enabled, displays edge connections between navigation regions through geometry when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/enable_edge_lines" type="bool" setter="" getter="" default="true">
If enabled, displays navigation mesh polygon edges when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/enable_edge_lines_xray" type="bool" setter="" getter="" default="true">
If enabled, displays navigation mesh polygon edges through geometry when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/enable_geometry_face_random_color" type="bool" setter="" getter="" default="true">
If enabled, colorizes each navigation mesh polygon face with a random color when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/enable_link_connections" type="bool" setter="" getter="" default="true">
If enabled, displays navigation link connections when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/enable_link_connections_xray" type="bool" setter="" getter="" default="true">
If enabled, displays navigation link connections through geometry when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/geometry_edge_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 1)">
Color to display enabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/geometry_edge_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 1)">
Color to display disabled navigation mesh polygon edges, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/geometry_face_color" type="Color" setter="" getter="" default="Color(0.5, 1, 1, 0.4)">
Color to display enabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/geometry_face_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 0.4)">
Color to display disabled navigation mesh polygon faces, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/link_connection_color" type="Color" setter="" getter="" default="Color(1, 0.5, 1, 1)">
Color to use to display navigation link connections, visible when "Visible Navigation" is enabled in the Debug menu.
</member>
<member name="debug/shapes/navigation/link_connection_disabled_color" type="Color" setter="" getter="" default="Color(0.5, 0.5, 0.5, 1)">
Color to use to display disabled navigation link connections, visible when "Visible Navigation" 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/display_server/driver" type="String" setter="" getter="">
Sets the driver to be used by the display server. This property can not be edited directly, instead, set the driver using the platform-specific overrides.
</member>
<member name="display/display_server/driver.android" type="String" setter="" getter="">
Android override for [member display/display_server/driver].
</member>
<member name="display/display_server/driver.ios" type="String" setter="" getter="">
iOS override for [member display/display_server/driver].
</member>
<member name="display/display_server/driver.linuxbsd" type="String" setter="" getter="">
LinuxBSD override for [member display/display_server/driver].
</member>
<member name="display/display_server/driver.macos" type="String" setter="" getter="">
MacOS override for [member display/display_server/driver].
</member>
<member name="display/display_server/driver.windows" type="String" setter="" getter="">
Windows override for [member display/display_server/driver].
</member>
<member name="display/mouse_cursor/custom_image" type="String" setter="" getter="" default="""">
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="true">
If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting.
[b]Note:[/b] This setting has no effect on 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/frame_pacing/android/enable_frame_pacing" type="bool" setter="" getter="" default="true">
Enable Swappy for stable frame pacing on Android. Highly recommended.
[b]Note:[/b] This option will be forced off when using OpenXR.
</member>
<member name="display/window/frame_pacing/android/swappy_mode" type="int" setter="" getter="" default="2">
Swappy mode to use. The options are:
- pipeline_forced_on: Try to honor [member Engine.max_fps]. Pipelining is always on. This is the same behavior as Desktop PC.
- auto_fps_pipeline_forced_on: Autocalculate max fps. Actual max_fps will be between 0 and [member Engine.max_fps]. While this sounds convenient, beware that Swappy will often downgrade max fps until it finds something that can be met and sustained. That means if your game runs between 40fps and 60fps on a 60hz screen, after some time Swappy will downgrade max fps so that the game renders at perfect 30fps.
- auto_fps_auto_pipeline: Same as auto_fps_pipeline_forced_on, but if Swappy detects that rendering is very fast (e.g. it takes < 8ms to render on a 60hz screen) Swappy will disable pipelining to minimize input latency. This is the default.
[b]Note:[/b] If [member Engine.max_fps] is 0, actual max_fps will considered as to be the screen's refresh rate (often 60hz, 90hz or 120hz depending on device model and OS settings).
</member>
<member name="display/window/handheld/orientation" type="int" setter="" getter="" default="0">
The default screen orientation to use on mobile devices. See [enum DisplayServer.ScreenOrientation] for possible values.
[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/viewport_width] and [member display/window/size/viewport_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 also [member display/window/size/transparent] and [member rendering/viewport/transparent_background].
</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 Web.
</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 Web.
</member>
<member name="display/window/size/extend_to_title" type="bool" setter="" getter="" default="false">
Main window content is expanded to the full size of the window. Unlike a borderless window, the frame is left intact and can be used to resize the window, and the title bar is transparent, but has minimize/maximize/close buttons.
[b]Note:[/b] This setting is implemented only on macOS.
</member>
<member name="display/window/size/initial_position" type="Vector2i" setter="" getter="" default="Vector2i(0, 0)">
Main window initial position (in virtual desktop coordinates), this setting is used only if [member display/window/size/initial_position_type] is set to "Absolute" ([code]0[/code]).
[b]Note:[/b] This setting only affects the exported project, or when the project is run from the command line. In the editor, the value of [member EditorSettings.run/window_placement/rect_custom_position] is used instead.
</member>
<member name="display/window/size/initial_position_type" type="int" setter="" getter="" default="1">
Main window initial position.
[code]0[/code] - "Absolute", [member display/window/size/initial_position] is used to set window position.
[code]1[/code] - "Primary Screen Center".
[code]2[/code] - "Other Screen Center", [member display/window/size/initial_screen] is used to set the screen.
[b]Note:[/b] This setting only affects the exported project, or when the project is run from the command line. In the editor, the value of [member EditorSettings.run/window_placement/rect] is used instead.
</member>
<member name="display/window/size/initial_screen" type="int" setter="" getter="" default="0">
Main window initial screen, this setting is used only if [member display/window/size/initial_position_type] is set to "Other Screen Center" ([code]2[/code]).
[b]Note:[/b] This setting only affects the exported project, or when the project is run from the command line. In the editor, the value of [member EditorSettings.run/window_placement/screen] is used instead.
</member>
<member name="display/window/size/mode" type="int" setter="" getter="" default="0">
Main window mode. See [enum DisplayServer.WindowMode] for possible values and how each mode behaves.
[b]Note:[/b] Game embedding is available only in the "Windowed" mode.
</member>
<member name="display/window/size/no_focus" type="bool" setter="" getter="" default="false">
Main window can't be focused. No-focus window will ignore all input, except mouse clicks.
</member>
<member name="display/window/size/resizable" type="bool" setter="" getter="" default="true">
If [code]true[/code], allows the window to be resizable by default.
[b]Note:[/b] This property is only read when the project starts. To change whether the window is resizable at runtime, set [member Window.unresizable] instead on the root Window, which can be retrieved using [code]get_viewport().get_window()[/code]. [member Window.unresizable] takes the opposite value of this setting.
[b]Note:[/b] Certain window managers can be configured to ignore the non-resizable status of a window. Do not rely on this setting as a guarantee that the window will [i]never[/i] be resizable.
[b]Note:[/b] This setting is ignored on iOS.
</member>
<member name="display/window/size/sharp_corners" type="bool" setter="" getter="" default="false">
If [code]true[/code], the main window uses sharp corners by default.
[b]Note:[/b] This property is implemented only on Windows (11).
</member>
<member name="display/window/size/transparent" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables a window manager hint that the main window background [i]can[/i] be transparent. This does not make the background actually transparent. For the background to be transparent, the root viewport must also be made transparent by enabling [member rendering/viewport/transparent_background].
[b]Note:[/b] To use a transparent splash screen, set [member application/boot_splash/bg_color] to [code]Color(0, 0, 0, 0)[/code].
[b]Note:[/b] This setting has no effect if [member display/window/per_pixel_transparency/allowed] is set to [code]false[/code].
</member>
<member name="display/window/size/viewport_height" type="int" setter="" getter="" default="648">
Sets the game's main viewport height. On desktop platforms, this is also the initial window height, represented by an indigo-colored rectangle in the 2D editor. Stretch mode settings also use this as a reference when using the [code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also [member display/window/size/viewport_width], [member display/window/size/window_width_override] and [member display/window/size/window_height_override].
</member>
<member name="display/window/size/viewport_width" type="int" setter="" getter="" default="1152">
Sets the game's main viewport width. On desktop platforms, this is also the initial window width, represented by an indigo-colored rectangle in the 2D editor. Stretch mode settings also use this as a reference when using the [code]canvas_items[/code] or [code]viewport[/code] stretch modes. See also [member display/window/size/viewport_height], [member display/window/size/window_width_override] and [member display/window/size/window_height_override].
</member>
<member name="display/window/size/window_height_override" type="int" setter="" getter="" default="0">
On desktop platforms, overrides the game's initial window height. See also [member display/window/size/window_width_override], [member display/window/size/viewport_width] and [member display/window/size/viewport_height].
[b]Note:[/b] By default, or when set to [code]0[/code], the initial window height is the [member display/window/size/viewport_height]. This setting is ignored on iOS, Android, and Web.
</member>
<member name="display/window/size/window_width_override" type="int" setter="" getter="" default="0">
On desktop platforms, overrides the game's initial window width. See also [member display/window/size/window_height_override], [member display/window/size/viewport_width] and [member display/window/size/viewport_height].
[b]Note:[/b] By default, or when set to [code]0[/code], the initial window width is the [member display/window/size/viewport_width]. This setting is ignored on iOS, Android, and Web.
</member>
<member name="display/window/stretch/aspect" type="String" setter="" getter="" default=""keep"">
Defines if and how the aspect ratio of the root [Viewport] should be preserved when stretching is applied.
[b]"ignore"[/b]: Keep the width and height of the viewport. If the aspect ratio of the window or screen does not match that of the viewport, stretch the render to fill it.
[b]"keep"[/b]: Keep the width and height of the viewport. If the aspect ratio of the window or screen does not match that of the viewport, empty space is filled with black.
[b]"keep_width"[/b]: Keep the width of the viewport, but allow its height to expand. If the aspect ratio of the window or screen is greater, the game is shown centered with vertical black bars. If the aspect ratio is smaller, the viewport is expanded vertically downwards.
[b]"keep_height"[/b]: Keep the height of the viewport, but allow its width to expand. If the aspect ratio of the window or screen is smaller, the game is shown centered with horizontal black bars. If the aspect ratio is greater, the viewport is expanded horizontally to the right.
[b]"expand"[/b]: Allow the viewport to expand in either direction to fill the screen or window. If the aspect ratio of the window or screen is greater, the game is expanded horizontally to the right. If the aspect ratio is smaller, the viewport is expanded vertically downwards.
</member>
<member name="display/window/stretch/mode" type="String" setter="" getter="" default=""disabled"">
Defines how the base size is stretched to fit the resolution of the window or screen.
[b]"disabled"[/b]: No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, [member display/window/stretch/aspect] has no effect. Recommended for non-game applications.
[b]"canvas_items"[/b]: The base size specified in width and height in the project settings is stretched to cover the whole screen (taking [member display/window/stretch/aspect] into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts. Recommended for most games that don't use a pixel art aesthetic, although it is possible to use this stretch mode for pixel art games too (especially in 3D).
[b]"viewport"[/b]: The size of the root [Viewport] is set precisely to the base size specified in the Project Settings' Display section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking [member display/window/stretch/aspect] into account). Recommended for games that use a pixel art aesthetic.
</member>
<member name="display/window/stretch/scale" type="float" setter="" getter="" default="1.0">
The scale factor multiplier to use for 2D elements. This multiplies the final scale factor determined by [member display/window/stretch/mode]. If using the [b]Disabled[/b] stretch mode, this scale factor is applied as-is. This can be adjusted to make the UI easier to read on certain displays.
</member>
<member name="display/window/stretch/scale_mode" type="String" setter="" getter="" default=""fractional"">
The policy to use to determine the final scale factor for 2D elements. This affects how [member display/window/stretch/scale] is applied, in addition to the automatic scale factor determined by [member display/window/stretch/mode].
[b]"fractional"[/b]: The scale factor will not be modified.
[b]"integer"[/b]: The scale factor will be floored to an integer value, which means that the screen size will always be an integer multiple of the base viewport size. This provides a crisp pixel art appearance.
[b]Note:[/b] When using integer scaling with a stretch mode, resizing the window to be smaller than the base viewport size will clip the contents. Consider preventing that by setting [member Window.min_size] to the same value as the base viewport size defined in [member display/window/size/viewport_width] and [member display/window/size/viewport_height].
</member>
<member name="display/window/subwindows/embed_subwindows" type="bool" setter="" getter="" default="true">
If [code]true[/code], subwindows are embedded in the main window (this is also called single-window mode). Single-window mode can be faster as it does not need to create a separate window for every popup and tooltip, which can be a slow operation depending on the operating system and rendering method in use.
If [code]false[/code], subwindows are created as separate windows (this is also called multi-window mode). This allows them to be moved outside the main window and use native operating system window decorations.
This is equivalent to [member EditorSettings.interface/editor/single_window_mode] in the editor, except the setting's value is inverted.
</member>
<member name="display/window/vsync/vsync_mode" type="int" setter="" getter="" default="1">
Sets the V-Sync mode for the main game window. The editor's own V-Sync mode can be set using [member EditorSettings.interface/editor/vsync_mode].
See [enum DisplayServer.VSyncMode] for possible values and how they affect the behavior of your application.
Depending on the platform and rendering method, the engine will fall back to [b]Enabled[/b] if the desired mode is not supported.
V-Sync can be disabled on the command line using the [code]--disable-vsync[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
[b]Note:[/b] The [b]Adaptive[/b] and [b]Mailbox[/b] V-Sync modes are only supported in the Forward+ and Mobile rendering methods, not Compatibility.
[b]Note:[/b] This property is only read when the project starts. To change the V-Sync mode at runtime, call [method DisplayServer.window_set_vsync_mode] instead.
</member>
<member name="dotnet/project/assembly_name" type="String" setter="" getter="" default="""">
Name of the .NET assembly. This name is used as the name of the [code].csproj[/code] and [code].sln[/code] files. By default, it's set to the name of the project ([member application/config/name]) allowing to change it in the future without affecting the .NET assembly.
</member>
<member name="dotnet/project/assembly_reload_attempts" type="int" setter="" getter="" default="3">
Number of times to attempt assembly reloading after rebuilding .NET assemblies. Effectively also the timeout in seconds to wait for unloading of script assemblies to finish.
</member>
<member name="dotnet/project/solution_directory" type="String" setter="" getter="" default="""">
Directory that contains the [code].sln[/code] file. By default, the [code].sln[/code] files is in the root of the project directory, next to the [code]project.godot[/code] and [code].csproj[/code] files.
Changing this value allows setting up a multi-project scenario where there are multiple [code].csproj[/code]. Keep in mind that the Godot project is considered one of the C# projects in the workspace and it's root directory should contain the [code]project.godot[/code] and [code].csproj[/code] next to each other.
</member>
<member name="editor/export/convert_text_resources_to_binary" type="bool" setter="" getter="" default="true">
If [code]true[/code], text resource ([code]tres[/code]) and text scene ([code]tscn[/code]) files are converted to their corresponding binary format on export. This decreases file sizes and speeds up loading slightly.
[b]Note:[/b] Because a resource's file extension may change in an exported project, it is heavily recommended to use [method @GDScript.load] or [ResourceLoader] instead of [FileAccess] to load resources dynamically.
[b]Note:[/b] The project settings file ([code]project.godot[/code]) will always be converted to binary on export, regardless of this setting.
</member>
<member name="editor/import/atlas_max_width" type="int" setter="" getter="" default="2048">
The maximum width to use when importing textures as an atlas. The value will be rounded to the nearest power of two when used. Use this to prevent imported textures from growing too large in the other direction.
</member>
<member name="editor/import/reimport_missing_imported_files" type="bool" setter="" getter="" default="true">
</member>
<member name="editor/import/use_multiple_threads" type="bool" setter="" getter="" default="true">
If [code]true[/code] importing of resources is run on multiple threads.
</member>
<member name="editor/movie_writer/disable_vsync" type="bool" setter="" getter="" default="false">
If [code]true[/code], requests V-Sync to be disabled when writing a movie (similar to setting [member display/window/vsync/vsync_mode] to [b]Disabled[/b]). This can speed up video writing if the hardware is fast enough to render, encode and save the video at a framerate higher than the monitor's refresh rate.
[b]Note:[/b] [member editor/movie_writer/disable_vsync] has no effect if the operating system or graphics driver forces V-Sync with no way for applications to disable it.
</member>
<member name="editor/movie_writer/fps" type="int" setter="" getter="" default="60">
The number of frames per second to record in the video when writing a movie. Simulation speed will adjust to always match the specified framerate, which means the engine will appear to run slower at higher [member editor/movie_writer/fps] values. Certain FPS values will require you to adjust [member editor/movie_writer/mix_rate] to prevent audio from desynchronizing over time.
This can be specified manually on the command line using the [code]--fixed-fps <fps>[/code] [url=$DOCS_URL/tutorials/editor/command_line_tutorial.html]command line argument[/url].
</member>
<member name="editor/movie_writer/mix_rate" type="int" setter="" getter="" default="48000">
The audio mix rate to use in the recorded audio when writing a movie (in Hz). This can be different from [member audio/driver/mix_rate], but this value must be divisible by [member editor/movie_writer/fps] to prevent audio from desynchronizing over time.
</member>
<member name="editor/movie_writer/mjpeg_quality" type="float" setter="" getter="" default="0.75">
The JPEG quality to use when writing a video to an AVI file, between [code]0.01[/code] and [code]1.0[/code] (inclusive). Higher [code]quality[/code] values result in better-looking output at the cost of larger file sizes. Recommended [code]quality[/code] values are between [code]0.75[/code] and [code]0.9[/code]. Even at quality [code]1.0[/code], JPEG compression remains lossy.
[b]Note:[/b] This does not affect the audio quality or writing PNG image sequences.
</member>
<member name="editor/movie_writer/movie_file" type="String" setter="" getter="" default="""">
The output path for the movie. The file extension determines the [MovieWriter] that will be used.
Godot has 2 built-in [MovieWriter]s:
- AVI container with MJPEG for video and uncompressed audio ([code].avi[/code] file extension). Lossy compression, medium file sizes, fast encoding. The lossy compression quality can be adjusted by changing [member ProjectSettings.editor/movie_writer/mjpeg_quality]. The resulting file can be viewed in most video players, but it must be converted to another format for viewing on the web or by Godot with [VideoStreamPlayer]. MJPEG does not support transparency. AVI output is currently limited to a file of 4 GB in size at most.
- PNG image sequence for video and WAV for audio ([code].png[/code] file extension). Lossless compression, large file sizes, slow encoding. Designed to be encoded to a video file with another tool such as [url=https://ffmpeg.org/]FFmpeg[/url] after recording. Transparency is currently not supported, even if the root viewport is set to be transparent.
If you need to encode to a different format or pipe a stream through third-party software, you can extend this [MovieWriter] class to create your own movie writers.
When using PNG output, the frame number will be appended at the end of the file name. It starts from 0 and is padded with 8 digits to ensure correct sorting and easier processing. For example, if the output path is [code]/tmp/hello.png[/code], the first two frames will be [code]/tmp/hello00000000.png[/code] and [code]/tmp/hello00000001.png[/code]. The audio will be saved at [code]/tmp/hello.wav[/code].
</member>
<member name="editor/movie_writer/speaker_mode" type="int" setter="" getter="" default="0">