ProjectSettings

Inherits: Object

Contains global variables accessible from everywhere.

Description

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

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

Feature tags: Project settings can be overridden for specific platforms and configurations (debug, release, ...) using feature tags.

Overriding: Any project setting can be overridden by creating a file named override.cfg in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' feature tags in account. Therefore, make sure to also override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.

Tutorials

Methods

void

add_property_info ( Dictionary hint )

void

clear ( String name )

int

get_order ( String name ) const

Variant

get_setting ( String name ) const

String

globalize_path ( String path ) const

bool

has_setting ( String name ) const

bool

load_resource_pack ( String pack, bool replace_files=true, int offset=0 )

String

localize_path ( String path ) const

bool

property_can_revert ( String name )

Variant

property_get_revert ( String name )

Error

save ( )

Error

save_custom ( String file )

void

set_initial_value ( String name, Variant value )

void

set_order ( String name, int position )

void

set_setting ( String name, Variant value )

Property Descriptions

Default

""

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

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


  • Color application/boot_splash/bg_color

Default

Color( 0.14, 1 )

Background color for the boot splash.


  • bool application/boot_splash/fullsize

Default

true

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


  • String application/boot_splash/image

Default

""

Path to an image used as the boot splash.


  • bool application/boot_splash/use_filter

Default

true

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


  • String application/config/custom_user_dir_name

Default

""

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

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


  • String application/config/description

Default

""

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


  • String application/config/icon

Default

""

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


  • String application/config/macos_native_icon

Default

""

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


  • String application/config/name

Default

""

The project's name. It is used both by the Project Manager and by exporters. The project name can be translated by translating its value in localization files. The window title will be set to match the project name automatically on startup.

Note: Changing this value will also change the user data folder's path if application/config/use_custom_user_dir is false. After renaming the project, you will no longer be able to access existing data in user:// unless you rename the old folder to match the new project name. See Data paths in the documentation for more information.


  • String application/config/project_settings_override

Default

""

Specifies a file to override project settings. For example: user://custom_settings.cfg. See "Overriding" in the ProjectSettings class description at the top for more information.

Note: Regardless of this setting's value, res://override.cfg will still be read to override the project settings.


  • bool application/config/use_custom_user_dir

Default

false

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


  • String application/config/windows_native_icon

Default

""

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


  • bool application/run/disable_stderr

Default

false

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


  • bool application/run/disable_stdout

Default

false

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


  • bool application/run/flush_stdout_on_print

Default

false

If true, flushes the standard output stream every time a line is printed. This affects both terminal logging and file logging.

When running a project, this setting must be enabled if you want logs to be collected by service managers such as systemd/journalctl. This setting is disabled by default on release builds, since flushing on every printed line will negatively affect performance if lots of lines are printed in a rapid succession. Also, if this setting is enabled, logged files will still be written successfully if the application crashes or is otherwise killed by the user (without being closed "normally").

Note: Regardless of this setting, the standard error stream (stderr) is always flushed when a line is printed to it.

Changes to this setting will only be applied upon restarting the application.


  • bool application/run/flush_stdout_on_print.debug

Default

true

Debug build override for application/run/flush_stdout_on_print, as performance is less important during debugging.

Changes to this setting will only be applied upon restarting the application.


  • int application/run/frame_delay_msec

Default

0

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


  • bool application/run/low_processor_mode

Default

false

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


  • int application/run/low_processor_mode_sleep_usec

Default

6900

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


  • String application/run/main_scene

Default

""

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


  • float audio/channel_disable_threshold_db

Default

-60.0

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


  • float audio/channel_disable_time

Default

2.0

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


  • String audio/default_bus_layout

Default

"res://default_bus_layout.tres"

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


Default

"PulseAudio"

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


  • bool audio/enable_audio_input

Default

false

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


  • int audio/mix_rate

Default

44100

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


  • int audio/output_latency

Default

15

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


  • int audio/output_latency.web

Default

50

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


  • int audio/video_delay_compensation_ms

Default

0

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


  • int compression/formats/gzip/compression_level

Default

-1

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


  • int compression/formats/zlib/compression_level

Default

-1

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


  • int compression/formats/zstd/compression_level

Default

3

The default compression level for Zstandard. Affects compressed scenes and resources. Higher levels result in smaller files at the cost of compression speed. Decompression speed is mostly unaffected by the compression level.


  • bool compression/formats/zstd/long_distance_matching

Default

false

Enables long-distance matching in Zstandard.


  • int compression/formats/zstd/window_log_size

Default

27

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


  • bool debug/gdscript/completion/autocomplete_setters_and_getters

Default

false

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


  • bool debug/gdscript/warnings/constant_used_as_function

Default

true

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


  • bool debug/gdscript/warnings/deprecated_keyword

Default

true

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


  • bool debug/gdscript/warnings/enable

Default

true

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


  • bool debug/gdscript/warnings/exclude_addons

Default

true

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


  • bool debug/gdscript/warnings/function_conflicts_constant

Default

true

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


  • bool debug/gdscript/warnings/function_conflicts_variable

Default

true

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


  • bool debug/gdscript/warnings/function_may_yield

Default

true

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


  • bool debug/gdscript/warnings/function_used_as_property

Default

true

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


  • bool debug/gdscript/warnings/incompatible_ternary

Default

true

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


  • bool debug/gdscript/warnings/integer_division

Default

true

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


  • bool debug/gdscript/warnings/narrowing_conversion

Default

true

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


  • bool debug/gdscript/warnings/property_used_as_function

Default

true

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


  • bool debug/gdscript/warnings/return_value_discarded

Default

true

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


  • bool debug/gdscript/warnings/shadowed_variable

Default

true

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


  • bool debug/gdscript/warnings/standalone_expression

Default

true

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


  • bool debug/gdscript/warnings/standalone_ternary

Default

true

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


  • bool debug/gdscript/warnings/treat_warnings_as_errors

Default

false

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


  • bool debug/gdscript/warnings/unassigned_variable

Default

true

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


  • bool debug/gdscript/warnings/unassigned_variable_op_assign

Default

true

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


  • bool debug/gdscript/warnings/unreachable_code

Default

true

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


  • bool debug/gdscript/warnings/unsafe_call_argument

Default

false

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


  • bool debug/gdscript/warnings/unsafe_cast

Default

false

If true, enables warnings when performing an unsafe cast.


  • bool debug/gdscript/warnings/unsafe_method_access

Default

false

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


  • bool debug/gdscript/warnings/unsafe_property_access

Default

false

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


  • bool debug/gdscript/warnings/unused_argument

Default

true

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


  • bool debug/gdscript/warnings/unused_class_variable

Default

false

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


  • bool debug/gdscript/warnings/unused_signal

Default

true

If true, enables warnings when a signal is unused.


  • bool debug/gdscript/warnings/unused_variable

Default

true

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


  • bool debug/gdscript/warnings/variable_conflicts_function

Default

true

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


  • bool debug/gdscript/warnings/void_assignment

Default

true

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


  • String debug/settings/crash_handler/message

Default

"Please include this when reporting the bug on https://github.com/godotengine/godot/issues"

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


  • int debug/settings/fps/force_fps

Default

0

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

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

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


  • int debug/settings/gdscript/max_call_stack

Default

1024

Maximum call stack allowed for debugging GDScript.


  • int debug/settings/profiler/max_functions

Default

16384

Maximum amount of functions per frame allowed when profiling.


  • bool debug/settings/stdout/print_fps

Default

false

Print frames per second to standard output every second.


  • bool debug/settings/stdout/verbose_stdout

Default

false

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


  • int debug/settings/visual_script/max_call_stack

Default

1024

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


  • Color debug/shapes/collision/contact_color

Default

Color( 1, 0.2, 0.1, 0.8 )

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


  • bool debug/shapes/collision/draw_2d_outlines

Default

true

Sets whether 2D physics will display collision outlines in game when "Visible Collision Shapes" is enabled in the Debug menu.


  • int debug/shapes/collision/max_contacts_displayed

Default

10000

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


  • Color debug/shapes/collision/shape_color

Default

Color( 0, 0.6, 0.7, 0.42 )

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


  • Color debug/shapes/navigation/disabled_geometry_color

Default

Color( 1, 0.7, 0.1, 0.4 )

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


  • Color debug/shapes/navigation/geometry_color

Default

Color( 0.1, 1, 0.7, 0.4 )

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


  • String display/mouse_cursor/custom_image

Default

""

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


  • Vector2 display/mouse_cursor/custom_image_hotspot

Default

Vector2( 0, 0 )

Hotspot for the custom mouse cursor image.


  • Vector2 display/mouse_cursor/tooltip_position_offset

Default

Vector2( 10, 10 )

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


  • bool display/window/dpi/allow_hidpi

Default

false

If true, allows HiDPI display on Windows, macOS, and the HTML5 platform. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.


  • bool display/window/energy_saving/keep_screen_on

Default

true

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


  • String display/window/handheld/orientation

Default

"landscape"

The default screen orientation to use on mobile devices.

Note: When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set display/window/size/width and display/window/size/height accordingly.


  • bool display/window/ios/hide_home_indicator

Default

true

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


  • bool display/window/per_pixel_transparency/allowed

Default

false

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


  • bool display/window/per_pixel_transparency/enabled

Default

false

Sets the window background to transparent when it starts.


  • bool display/window/size/always_on_top

Default

false

Forces the main window to be always on top.

Note: This setting is ignored on iOS, Android, and HTML5.


  • bool display/window/size/borderless

Default

false

Forces the main window to be borderless.

Note: This setting is ignored on iOS, Android, and HTML5.


  • bool display/window/size/fullscreen

Default

false

Sets the main window to full screen when the project starts. Note that this is not exclusive fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.

Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports multiple resolutions when enabling fullscreen mode.

Note: This setting is ignored on iOS, Android, and HTML5.


  • int display/window/size/height

Default

600

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


  • bool display/window/size/resizable

Default

true

Allows the window to be resizable by default.

Note: This setting is ignored on iOS and Android.


  • int display/window/size/test_height

Default

0

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


  • int display/window/size/test_width

Default

0

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


  • int display/window/size/width

Default

1024

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


  • String display/window/tablet_driver

Default

""

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


  • bool display/window/vsync/use_vsync

Default

true

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


  • bool display/window/vsync/vsync_via_compositor

Default

false

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

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


  • String editor/script_templates_search_path

Default

"res://script_templates"

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


Default

PoolStringArray( "gd", "shader" )

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


  • int gui/common/default_scroll_deadzone

Default

0

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


  • bool gui/common/swap_ok_cancel

Default

false

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


  • int gui/common/text_edit_undo_stack_max_size

Default

1024


Default

""

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


  • String gui/theme/custom_font

Default

""

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


  • bool gui/theme/use_hidpi

Default

false

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


  • int gui/timers/incremental_search_max_interval_msec

Default

2000

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


  • float gui/timers/text_edit_idle_detect_sec

Default

3

Timer for detecting idle in TextEdit (in seconds).


  • float gui/timers/tooltip_delay_sec

Default

0.5

Default delay for tooltips (in seconds).


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

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


Default InputEventAction to discard a modal or pending input.

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


Default InputEventAction to move down in the UI.

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


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

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


  • Dictionary input/ui_focus_next

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