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ProjectSettings.xml
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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>
Contains global variables accessible from everywhere.
</brief_description>
<description>
Contains global variables accessible from everywhere. Use [method get_setting], [method set_setting] or [method has_setting] to access them. Variables stored in [code]project.godot[/code] are also loaded into ProjectSettings, making this object very useful for reading custom game configuration options.
When naming a Project Settings property, use the full path to the setting including the category. For example, [code]"application/config/name"[/code] for the project name. Category and property names can be viewed in the Project Settings dialog.
[b]Feature tags:[/b] Project settings can be overridden for specific platforms and configurations (debug, release, ...) using [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url].
[b]Overriding:[/b] Any project setting can be overridden by creating a file named [code]override.cfg[/code] in the project's root directory. This can also be used in exported projects by placing this file in the same directory as the project binary. Overriding will still take the base project settings' [url=$DOCS_URL/tutorials/export/feature_tags.html]feature tags[/url] in account. Therefore, make sure to [i]also[/i] override the setting with the desired feature tags if you want them to override base project settings on all platforms and configurations.
</description>
<tutorials>
<link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link>
<link title="3D Platformer Demo">https://godotengine.org/asset-library/asset/125</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
<methods>
<method name="add_property_info">
<return type="void" />
<argument index="0" name="hint" type="Dictionary" />
<description>
Adds a custom property info to a property. The dictionary must contain:
- [code]name[/code]: [String] (the property's name)
- [code]type[/code]: [int] (see [enum Variant.Type])
- optionally [code]hint[/code]: [int] (see [enum PropertyHint]) and [code]hint_string[/code]: [String]
[b]Example:[/b]
[codeblock]
ProjectSettings.set("category/property_name", 0)
var property_info = {
"name": "category/property_name",
"type": TYPE_INT,
"hint": PROPERTY_HINT_ENUM,
"hint_string": "one,two,three"
}
ProjectSettings.add_property_info(property_info)
[/codeblock]
</description>
</method>
<method name="clear">
<return type="void" />
<argument index="0" name="name" type="String" />
<description>
Clears the whole configuration (not recommended, may break things).
</description>
</method>
<method name="get_order" qualifiers="const">
<return type="int" />
<argument index="0" name="name" type="String" />
<description>
Returns the order of a configuration value (influences when saved to the config file).
</description>
</method>
<method name="get_setting" qualifiers="const">
<return type="Variant" />
<argument index="0" name="name" type="String" />
<description>
Returns the value of a setting.
[b]Example:[/b]
[codeblock]
print(ProjectSettings.get_setting("application/config/name"))
[/codeblock]
</description>
</method>
<method name="globalize_path" qualifiers="const">
<return type="String" />
<argument index="0" name="path" type="String" />
<description>
Returns the absolute, native OS path corresponding to the localized [code]path[/code] (starting with [code]res://[/code] or [code]user://[/code]). The returned path will vary depending on the operating system and user preferences. See [url=$DOCS_URL/tutorials/io/data_paths.html]File paths in Godot projects[/url] to see what those paths convert to. See also [method localize_path].
[b]Note:[/b] [method globalize_path] with [code]res://[/code] will not work in an exported project. Instead, prepend the executable's base directory to the path when running from an exported project:
[codeblock]
var path = ""
if OS.has_feature("editor"):
# Running from an editor binary.
# `path` will contain the absolute path to `hello.txt` located in the project root.
path = ProjectSettings.globalize_path("res://hello.txt")
else:
# Running from an exported project.
# `path` will contain the absolute path to `hello.txt` next to the executable.
# This is *not* identical to using `ProjectSettings.globalize_path()` with a `res://` path,
# but is close enough in spirit.
path = OS.get_executable_path().get_base_dir().plus_file("hello.txt")
[/codeblock]
</description>
</method>
<method name="has_setting" qualifiers="const">
<return type="bool" />
<argument index="0" name="name" type="String" />
<description>
Returns [code]true[/code] if a configuration value is present.
</description>
</method>
<method name="load_resource_pack">
<return type="bool" />
<argument index="0" name="pack" type="String" />
<argument index="1" name="replace_files" type="bool" default="true" />
<argument index="2" name="offset" type="int" default="0" />
<description>
Loads the contents of the .pck or .zip file specified by [code]pack[/code] into the resource filesystem ([code]res://[/code]). Returns [code]true[/code] on success.
[b]Note:[/b] If a file from [code]pack[/code] shares the same path as a file already in the resource filesystem, any attempts to load that file will use the file from [code]pack[/code] unless [code]replace_files[/code] is set to [code]false[/code].
[b]Note:[/b] The optional [code]offset[/code] parameter can be used to specify the offset in bytes to the start of the resource pack. This is only supported for .pck files.
</description>
</method>
<method name="localize_path" qualifiers="const">
<return type="String" />
<argument index="0" name="path" type="String" />
<description>
Returns the localized path (starting with [code]res://[/code]) corresponding to the absolute, native OS [code]path[/code]. See also [method globalize_path].
</description>
</method>
<method name="property_can_revert">
<return type="bool" />
<argument index="0" name="name" type="String" />
<description>
Returns [code]true[/code] if the specified property exists and its initial value differs from the current value.
</description>
</method>
<method name="property_get_revert">
<return type="Variant" />
<argument index="0" name="name" type="String" />
<description>
Returns the specified property's initial value. Returns [code]null[/code] if the property does not exist.
</description>
</method>
<method name="save">
<return type="int" enum="Error" />
<description>
Saves the configuration to the [code]project.godot[/code] file.
[b]Note:[/b] This method is intended to be used by editor plugins, as modified [ProjectSettings] can't be loaded back in the running app. If you want to change project settings in exported projects, use [method save_custom] to save [code]override.cfg[/code] file.
</description>
</method>
<method name="save_custom">
<return type="int" enum="Error" />
<argument index="0" name="file" type="String" />
<description>
Saves the configuration to a custom file. The file extension must be [code].godot[/code] (to save in text-based [ConfigFile] format) or [code].binary[/code] (to save in binary format). You can also save [code]override.cfg[/code] file, which is also text, but can be used in exported projects unlike other formats.
</description>
</method>
<method name="set_initial_value">
<return type="void" />
<argument index="0" name="name" type="String" />
<argument index="1" name="value" type="Variant" />
<description>
Sets the specified property's initial value. This is the value the property reverts to.
</description>
</method>
<method name="set_order">
<return type="void" />
<argument index="0" name="name" type="String" />
<argument index="1" name="position" type="int" />
<description>
Sets the order of a configuration value (influences when saved to the config file).
</description>
</method>
<method name="set_setting">
<return type="void" />
<argument index="0" name="name" type="String" />
<argument index="1" name="value" type="Variant" />
<description>
Sets the value of a setting.
[b]Example:[/b]
[codeblock]
ProjectSettings.set_setting("application/config/name", "Example")
[/codeblock]
This can also be used to erase custom project settings. To do this change the setting value to [code]null[/code].
</description>
</method>
</methods>
<members>
<member name="android/modules" type="String" setter="" getter="" default="""">
Comma-separated list of custom Android modules (which must have been built in the Android export templates) using their Java package path, e.g. [code]"org/godotengine/godot/MyCustomSingleton,com/example/foo/FrenchFriesFactory"[/code].
[b]Note:[/b] Since Godot 3.2.2, the [code]org/godotengine/godot/GodotPaymentV3[/code] module was deprecated and replaced by the [code]GodotPayment[/code] plugin which should be enabled in the Android export preset under [code]Plugins[/code] section. The singleton to access in code was also renamed to [code]GodotPayment[/code].
</member>
<member name="application/boot_splash/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].
</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/custom_user_dir_name" type="String" setter="" getter="" default="""">
This user directory is used for storing persistent data ([code]user://[/code] filesystem). If left empty, [code]user://[/code] resolves to a project-specific folder in Godot's own configuration folder (see [method OS.get_user_data_dir]). If a custom directory name is defined, this name will be used instead and appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in [method OS.get_user_data_dir]).
The [member application/config/use_custom_user_dir] setting must be enabled for this to take effect.
</member>
<member name="application/config/description" type="String" setter="" getter="" default="""">
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 when possible.
</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 OS.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/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/use_custom_user_dir" type="bool" setter="" getter="" default="false">
If [code]true[/code], the project will save user data to its own user directory (see [member application/config/custom_user_dir_name]). This setting is only effective on desktop platforms. A name must be set in the [member application/config/custom_user_dir_name] setting for this to take effect. If [code]false[/code], the project will save user data to [code](OS user data directory)/Godot/app_userdata/(project name)[/code].
</member>
<member name="application/config/use_hidden_project_data_directory" type="bool" setter="" getter="" default="true">
If [code]true[/code], the project will use a hidden directory ([code].import[/code]) for storing project-specific data (metadata, shader cache, etc.).
If [code]false[/code], a non-hidden directory ([code]import[/code]) will be used instead.
[b]Note:[/b] Restart the application after changing this setting.
[b]Note:[/b] Changing this value can help on platforms or with third-party tools where hidden directory patterns are disallowed. Only modify this setting if you know that your environment requires it, as changing the default can impact compatibility with some external tools or plugins which expect the default [code].import[/code] folder.
</member>
<member name="application/config/windows_native_icon" type="String" setter="" getter="" default="""">
Icon set in [code].ico[/code] format used on Windows to set the game's icon. This is done automatically on start by calling [method OS.set_native_icon].
</member>
<member name="application/run/delta_smoothing" type="bool" setter="" getter="" default="true">
Time samples for frame deltas are subject to random variation introduced by the platform, even when frames are displayed at regular intervals thanks to V-Sync. This can lead to jitter. Delta smoothing can often give a better result by filtering the input deltas to correct for minor fluctuations from the refresh rate.
[b]Note:[/b] Delta smoothing is only attempted when [member display/window/vsync/use_vsync] is switched on, as it does not work well without V-Sync.
It may take several seconds at a stable frame rate before the smoothing is initially activated. It will only be active on machines where performance is adequate to render frames at the refresh rate.
</member>
<member name="application/run/delta_sync_after_draw" type="bool" setter="" getter="" default="false">
[b]Experimental.[/b] Shifts the measurement of delta time for each frame to just after the drawing has taken place. This may lead to more consistent deltas and a reduction in frame stutters.
</member>
<member name="application/run/disable_stderr" type="bool" setter="" getter="" default="false">
If [code]true[/code], disables printing to standard error. If [code]true[/code], this also hides error and warning messages printed by [method @GDScript.push_error] and [method @GDScript.push_warning]. See also [member application/run/disable_stdout].
Changes to this setting will only be applied upon restarting the application.
</member>
<member name="application/run/disable_stdout" type="bool" setter="" getter="" default="false">
If [code]true[/code], disables printing to standard output. This is equivalent to starting the editor or project with the [code]--quiet[/code] command line argument. See also [member application/run/disable_stderr].
Changes to this setting will only be applied upon restarting the application.
</member>
<member name="application/run/flush_stdout_on_print" type="bool" setter="" getter="" default="false">
If [code]true[/code], flushes the standard output stream every time a line is printed. This affects both terminal logging and file logging.
When running a project, this setting must be enabled if you want logs to be collected by service managers such as systemd/journalctl. This setting is disabled by default on release builds, since flushing on every printed line will negatively affect performance if lots of lines are printed in a rapid succession. Also, if this setting is enabled, logged files will still be written successfully if the application crashes or is otherwise killed by the user (without being closed "normally").
[b]Note:[/b] Regardless of this setting, the standard error stream ([code]stderr[/code]) is always flushed when a line is printed to it.
Changes to this setting will only be applied upon restarting the application.
</member>
<member name="application/run/flush_stdout_on_print.debug" type="bool" setter="" getter="" default="true">
Debug build override for [member application/run/flush_stdout_on_print], as performance is less important during debugging.
Changes to this setting will only be applied upon restarting the application.
</member>
<member name="application/run/frame_delay_msec" type="int" setter="" getter="" default="0">
Forces a delay between frames in the main loop (in milliseconds). This may be useful if you plan to disable vertical synchronization.
</member>
<member name="application/run/low_processor_mode" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables low-processor usage mode. This setting only works on desktop platforms. The screen is not redrawn if nothing changes visually. This is meant for writing applications and editors, but is pretty useless (and can hurt performance) in most games.
</member>
<member name="application/run/low_processor_mode_sleep_usec" type="int" setter="" getter="" default="6900">
Amount of sleeping between frames when the low-processor usage mode is enabled (in microseconds). Higher values will result in lower CPU usage.
</member>
<member name="application/run/main_scene" type="String" setter="" getter="" default="""">
Path to the main scene file that will be loaded when the project runs.
</member>
<member name="audio/2d_panning_strength" type="float" setter="" getter="" default="1.0">
The base strength of the panning effect for all AudioStreamPlayer2D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer2D.panning_strength].
</member>
<member name="audio/3d_panning_strength" type="float" setter="" getter="" default="1.0">
The base strength of the panning effect for all AudioStreamPlayer3D nodes. The panning strength can be further scaled on each Node using [member AudioStreamPlayer3D.panning_strength].
</member>
<member name="audio/channel_disable_threshold_db" type="float" setter="" getter="" default="-60.0">
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
</member>
<member name="audio/channel_disable_time" type="float" setter="" getter="" default="2.0">
Audio buses will disable automatically when sound goes below a given dB threshold for a given time. This saves CPU as effects assigned to that bus will no longer do any processing.
</member>
<member name="audio/default_bus_layout" type="String" setter="" getter="" default=""res://default_bus_layout.tres"">
Default [AudioBusLayout] resource file to use in the project, unless overridden by the scene.
</member>
<member name="audio/driver" type="String" setter="" getter="">
Specifies the audio driver to use. This setting is platform-dependent as each platform supports different audio drivers. If left empty, the default audio driver will be used.
</member>
<member name="audio/enable_audio_input" type="bool" setter="" getter="" default="false">
If [code]true[/code], microphone input will be allowed. This requires appropriate permissions to be set when exporting to Android or iOS.
[b]Note:[/b] If the operating system blocks access to audio input devices (due to the user's privacy settings), audio capture will only return silence. On Windows 10 and later, make sure that apps are allowed to access the microphone in the OS' privacy settings.
</member>
<member name="audio/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 OS.tts_get_voices] and [method OS.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/mix_rate" type="int" setter="" getter="" default="44100">
The mixing rate used for audio (in Hz). In general, it's better to not touch this and leave it to the host operating system.
</member>
<member name="audio/mix_rate.web" type="int" setter="" getter="" default="0">
Safer override for [member audio/mix_rate] in the Web platform. Here [code]0[/code] means "let the browser choose" (since some browsers do not like forcing the mix rate).
</member>
<member name="audio/output_latency" type="int" setter="" getter="" default="15">
Specifies the preferred output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible cracking on slower hardware.
Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use [method AudioServer.get_output_latency] to determine the actual audio output latency.
[b]Note:[/b] This setting is ignored on Windows.
</member>
<member name="audio/output_latency.web" type="int" setter="" getter="" default="50">
Safer override for [member audio/output_latency] in the Web platform, to avoid audio issues especially on mobile devices.
</member>
<member name="audio/video_delay_compensation_ms" type="int" setter="" getter="" default="0">
Setting to hardcode audio delay when playing video. Best to leave this untouched unless you know what you are doing.
</member>
<member name="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/gdscript/completion/autocomplete_setters_and_getters" type="bool" setter="" getter="" default="false">
If [code]true[/code], displays getters and setters in autocompletion results in the script editor. This setting is meant to be used when porting old projects (Godot 2), as using member variables is the preferred style from Godot 3 onwards.
</member>
<member name="debug/gdscript/warnings/constant_used_as_function" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a constant is used as a function.
</member>
<member name="debug/gdscript/warnings/deprecated_keyword" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when deprecated keywords such as [code]slave[/code] are used.
</member>
<member name="debug/gdscript/warnings/enable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables specific GDScript warnings (see [code]debug/gdscript/warnings/*[/code] settings). If [code]false[/code], disables all GDScript warnings.
</member>
<member name="debug/gdscript/warnings/exclude_addons" type="bool" setter="" getter="" default="true">
If [code]true[/code], scripts in the [code]res://addons[/code] folder will not generate warnings.
</member>
<member name="debug/gdscript/warnings/export_hint_type_mistmatch" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when the type of the default value set to an exported variable is different than the specified export type.
</member>
<member name="debug/gdscript/warnings/function_conflicts_constant" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a function is declared with the same name as a constant.
</member>
<member name="debug/gdscript/warnings/function_conflicts_variable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a function is declared with the same name as a variable. This will turn into an error in a future version when first-class functions become supported in GDScript.
</member>
<member name="debug/gdscript/warnings/function_may_yield" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a function assigned to a variable may yield and return a function state instead of a value.
</member>
<member name="debug/gdscript/warnings/function_used_as_property" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when using a function as if it was a property.
</member>
<member name="debug/gdscript/warnings/incompatible_ternary" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a ternary operator may emit values with incompatible types.
</member>
<member name="debug/gdscript/warnings/integer_division" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when dividing an integer by another integer (the decimal part will be discarded).
</member>
<member name="debug/gdscript/warnings/narrowing_conversion" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when passing a floating-point value to a function that expects an integer (it will be converted and lose precision).
</member>
<member name="debug/gdscript/warnings/property_used_as_function" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when using a property as if it was a function.
</member>
<member name="debug/gdscript/warnings/return_value_discarded" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when calling a function without using its return value (by assigning it to a variable or using it as a function argument). Such return values are sometimes used to denote possible errors using the [enum Error] enum.
</member>
<member name="debug/gdscript/warnings/shadowed_variable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when defining a local or subclass member variable that would shadow a variable at an upper level (such as a member variable).
</member>
<member name="debug/gdscript/warnings/standalone_expression" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when calling an expression that has no effect on the surrounding code, such as writing [code]2 + 2[/code] as a statement.
</member>
<member name="debug/gdscript/warnings/standalone_ternary" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when calling a ternary expression that has no effect on the surrounding code, such as writing [code]42 if active else 0[/code] as a statement.
</member>
<member name="debug/gdscript/warnings/treat_warnings_as_errors" type="bool" setter="" getter="" default="false">
If [code]true[/code], all warnings will be reported as if they were errors.
</member>
<member name="debug/gdscript/warnings/unassigned_variable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when using a variable that wasn't previously assigned.
</member>
<member name="debug/gdscript/warnings/unassigned_variable_op_assign" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when assigning a variable using an assignment operator like [code]+=[/code] if the variable wasn't previously assigned.
</member>
<member name="debug/gdscript/warnings/unreachable_code" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when unreachable code is detected (such as after a [code]return[/code] statement that will always be executed).
</member>
<member name="debug/gdscript/warnings/unsafe_call_argument" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when using an expression whose type may not be compatible with the function parameter expected.
</member>
<member name="debug/gdscript/warnings/unsafe_cast" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when performing an unsafe cast.
</member>
<member name="debug/gdscript/warnings/unsafe_method_access" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when calling a method whose presence is not guaranteed at compile-time in the class.
</member>
<member name="debug/gdscript/warnings/unsafe_property_access" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when accessing a property whose presence is not guaranteed at compile-time in the class.
</member>
<member name="debug/gdscript/warnings/unused_argument" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a function parameter is unused.
</member>
<member name="debug/gdscript/warnings/unused_class_variable" type="bool" setter="" getter="" default="false">
If [code]true[/code], enables warnings when a member variable is unused.
</member>
<member name="debug/gdscript/warnings/unused_signal" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a signal is unused.
</member>
<member name="debug/gdscript/warnings/unused_variable" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a local variable is unused.
</member>
<member name="debug/gdscript/warnings/variable_conflicts_function" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when a variable is declared with the same name as a function. This will turn into an error in a future version when first-class functions become supported in GDScript.
</member>
<member name="debug/gdscript/warnings/void_assignment" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables warnings when assigning the result of a function that returns [code]void[/code] to a variable.
</member>
<member name="debug/settings/crash_handler/message" type="String" setter="" getter="" default=""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/fps/force_fps" type="int" setter="" getter="" default="0">
Maximum number of frames per second allowed. The actual number of frames per second may still be below this value if the game is lagging. See also [member physics/common/physics_fps].
If [member display/window/vsync/use_vsync] is enabled, it takes precedence and the forced FPS number cannot exceed the monitor's refresh rate.
This setting is therefore mostly relevant for lowering the maximum FPS below VSync, e.g. to perform non-real-time rendering of static frames, or test the project under lag conditions.
[b]Note:[/b] This property is only read when the project starts. To change the rendering FPS cap at runtime, set [member Engine.target_fps] instead.
</member>
<member name="debug/settings/gdscript/max_call_stack" type="int" setter="" getter="" default="1024">
Maximum call stack allowed for debugging GDScript.
</member>
<member name="debug/settings/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 amount of functions per frame allowed when profiling.
</member>
<member name="debug/settings/stdout/print_fps" type="bool" setter="" getter="" default="false">
Print frames per second to standard output every second.
</member>
<member name="debug/settings/stdout/verbose_stdout" type="bool" setter="" getter="" default="false">
Print more information to standard output when running. It displays information such as memory leaks, which scenes and resources are being loaded, etc.
</member>
<member name="debug/settings/visual_script/max_call_stack" type="int" setter="" getter="" default="1024">
Maximum call stack in visual scripting, to avoid infinite recursion.
</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/disabled_geometry_color" type="Color" setter="" getter="" 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.
</member>
<member name="debug/shapes/navigation/geometry_color" type="Color" setter="" getter="" default="Color( 0.1, 1, 0.7, 0.4 )">
Color of the navigation geometry, visible when "Visible Navigation" is enabled in the Debug menu.
</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="false">
If [code]true[/code], allows HiDPI display on Windows, macOS, and the HTML5 platform. This setting has no effect on desktop Linux, as DPI-awareness fallbacks are not supported there.
</member>
<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
If [code]true[/code], keeps the screen on (even in case of inactivity), so the screensaver does not take over. Works on desktop and mobile platforms.
</member>
<member name="display/window/handheld/orientation" type="String" setter="" getter="" default=""landscape"">
The default screen orientation to use on mobile devices.
[b]Note:[/b] When set to a portrait orientation, this project setting does not flip the project resolution's width and height automatically. Instead, you have to set [member display/window/size/width] and [member display/window/size/height] accordingly.
</member>
<member name="display/window/ios/allow_high_refresh_rate" type="bool" setter="" getter="" default="true">
If [code]true[/code], iOS devices that support high refresh rate/"ProMotion" will be allowed to render at up to 120 frames per second.
</member>
<member name="display/window/ios/hide_home_indicator" type="bool" setter="" getter="" default="true">
If [code]true[/code], the home indicator is hidden automatically. This only affects iOS devices without a physical home button.
</member>
<member name="display/window/ios/hide_status_bar" type="bool" setter="" getter="" default="true">
If [code]true[/code], the status bar is hidden while the app is running.
</member>
<member name="display/window/ios/suppress_ui_gesture" type="bool" setter="" getter="" default="true">
If [code]true[/code], it will require two swipes to access iOS UI that uses gestures.
[b]Note:[/b] This setting has no effect on the home indicator if [code]hide_home_indicator[/code] is [code]true[/code].
</member>
<member name="display/window/per_pixel_transparency/allowed" type="bool" setter="" getter="" default="false">
If [code]true[/code], allows per-pixel transparency for the window background. This affects performance, so leave it on [code]false[/code] unless you need it. See also [member display/window/per_pixel_transparency/enabled] and [member rendering/viewport/transparent_background].
[b]Note:[/b] Enabling [member display/window/per_pixel_transparency/allowed] 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]. [member display/window/per_pixel_transparency/enabled] must also be enabled.
See [member OS.window_per_pixel_transparency_enabled] for more details.
[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, and Android.
</member>
<member name="display/window/per_pixel_transparency/enabled" type="bool" setter="" getter="" default="false">
Sets the window background to transparent when it starts.
See [member OS.window_per_pixel_transparency_enabled] for more details.
[b]Note:[/b] Enabling [member display/window/per_pixel_transparency/enabled] 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]. [member display/window/per_pixel_transparency/allowed] must also be enabled.
[b]Note:[/b] This feature is implemented on HTML5, Linux, macOS, Windows, and Android.
</member>
<member name="display/window/size/always_on_top" type="bool" setter="" getter="" default="false">
Forces the main window to be always on top.
[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/borderless" type="bool" setter="" getter="" default="false">
Forces the main window to be borderless.
[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/fullscreen" type="bool" setter="" getter="" default="false">
Sets the main window to full screen when the project starts. Note that this is not [i]exclusive[/i] fullscreen. On Windows and Linux, a borderless window is used to emulate fullscreen. On macOS, a new desktop is used to display the running project.
Regardless of the platform, enabling fullscreen will change the window size to match the monitor's size. Therefore, make sure your project supports [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] when enabling fullscreen mode.
[b]Note:[/b] This setting is ignored on iOS, Android, and HTML5.
</member>
<member name="display/window/size/height" type="int" setter="" getter="" default="600">
Sets the game's main viewport height. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.
</member>
<member name="display/window/size/resizable" type="bool" setter="" getter="" default="true">
Allows the window to be resizable by default.
[b]Note:[/b] This setting is ignored on iOS.
</member>
<member name="display/window/size/test_height" type="int" setter="" getter="" default="0">
If greater than zero, overrides the window height when running the game. Useful for testing stretch modes.
</member>
<member name="display/window/size/test_width" type="int" setter="" getter="" default="0">
If greater than zero, overrides the window width when running the game. Useful for testing stretch modes.
</member>
<member name="display/window/size/width" type="int" setter="" getter="" default="1024">
Sets the game's main viewport width. On desktop platforms, this is the default window size. Stretch mode settings also use this as a reference when enabled.
</member>
<member name="display/window/tablet_driver" type="String" setter="" getter="">
Specifies the tablet driver to use. If left empty, the default driver will be used.
</member>
<member name="display/window/vsync/use_vsync" type="bool" setter="" getter="" default="true">
If [code]true[/code], enables vertical synchronization. This eliminates tearing that may appear in moving scenes, at the cost of higher input latency and stuttering at lower framerates. If [code]false[/code], vertical synchronization will be disabled, however, many platforms will enforce it regardless (such as mobile platforms and HTML5).
</member>
<member name="display/window/vsync/vsync_via_compositor" type="bool" setter="" getter="" default="false">
If [code]Use Vsync[/code] is enabled and this setting is [code]true[/code], enables vertical synchronization via the operating system's window compositor when in windowed mode and the compositor is enabled. This will prevent stutter in certain situations. (Windows only.)
[b]Note:[/b] This option is experimental and meant to alleviate stutter experienced by some users. However, some users have experienced a Vsync framerate halving (e.g. from 60 FPS to 30 FPS) when using it.
</member>
<member name="editor/main_run_args" type="String" setter="" getter="" default="""">
The command-line arguments to append to Godot's own command line when running the project. This doesn't affect the editor itself.
It is possible to make another executable run Godot by using the [code]%command%[/code] placeholder. The placeholder will be replaced with Godot's own command line. Program-specific arguments should be placed [i]before[/i] the placeholder, whereas Godot-specific arguments should be placed [i]after[/i] the placeholder.
For example, this can be used to force the project to run on the dedicated GPU in a NVIDIA Optimus system on Linux:
[codeblock]
prime-run %command%
[/codeblock]
</member>
<member name="editor/scene_naming" type="int" setter="" getter="" default="0">
Default naming style for scene files to infer from their root nodes. Possible options are:
- [code]0[/code] (Auto): Uses the scene root name as is without changing its casing.
- [code]1[/code] (PascalCase): Converts the scene root name to PascalCase casing.
- [code]2[/code] (snake_case): Converts the scene root name to snake_case casing.
</member>
<member name="editor/script_templates_search_path" type="String" setter="" getter="" default=""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.
</member>
<member name="editor/search_in_file_extensions" type="PoolStringArray" setter="" getter="" default="PoolStringArray( "gd", "gdshader", "shader" )">
Text-based file extensions to include in the script editor's "Find in Files" feature. You can add e.g. [code]tscn[/code] if you wish to also parse your scene files, especially if you use built-in scripts which are serialized in the scene files.
</member>
<member name="editor/version_control_autoload_on_startup" type="bool" setter="" getter="" default="false">
Load the previously opened VCS plugin when the editor starts up. This is set to [code]true[/code] whenever a new VCS plugin is initialized.
</member>
<member name="editor/version_control_plugin_name" type="String" setter="" getter="" default="""">
Last loaded VCS plugin name. Used to autoload the plugin when the editor starts up.
</member>
<member name="gui/common/default_scroll_deadzone" type="int" setter="" getter="" default="0">
Default value for [member ScrollContainer.scroll_deadzone], which will be used for all [ScrollContainer]s unless overridden.
</member>
<member name="gui/common/drop_mouse_on_gui_input_disabled" type="bool" setter="" getter="" default="false">
If enabled, the moment [member Viewport.gui_disable_input] is set to [code]false[/code] to disable GUI input in a viewport, current mouse over and mouse focus will be dropped.
That behavior helps to keep a robust GUI state, with no surprises when input is resumed regardless what has happened in the meantime.
If disabled, the legacy behavior is used, which consists in just not doing anything besides the GUI input disable itself.
[b]Note:[/b] This is set to [code]true[/code] by default for new projects and is the recommended setting.
</member>
<member name="gui/common/swap_ok_cancel" type="bool" setter="" getter="">
If [code]true[/code], swaps OK and Cancel buttons in dialogs on Windows and UWP to follow interface conventions.
</member>
<member name="gui/common/text_edit_undo_stack_max_size" type="int" setter="" getter="" default="1024">
</member>
<member name="gui/theme/custom" type="String" setter="" getter="" default="""">
Path to a custom [Theme] resource file to use for the project ([code]theme[/code] or generic [code]tres[/code]/[code]res[/code] extension).
</member>
<member name="gui/theme/custom_font" type="String" setter="" getter="" default="""">
Path to a custom [Font] resource to use as default for all GUI elements of the project.
</member>
<member name="gui/theme/use_hidpi" type="bool" setter="" getter="" default="false">
If [code]true[/code], makes sure the theme used works with HiDPI.
</member>
<member name="gui/timers/incremental_search_max_interval_msec" type="int" setter="" getter="" default="2000">
Timer setting for incremental search in [Tree], [ItemList], etc. controls (in milliseconds).
</member>
<member name="gui/timers/text_edit_idle_detect_sec" type="float" setter="" getter="" default="3">
Timer for detecting idle in [TextEdit] (in seconds).
</member>
<member name="gui/timers/tooltip_delay_sec" type="float" setter="" getter="" default="0.5">
Default delay for tooltips (in seconds).
</member>
<member name="input/ui_accept" type="Dictionary" setter="" getter="">
Default [InputEventAction] to confirm a focused button, menu or list item, or validate input.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_cancel" type="Dictionary" setter="" getter="">
Default [InputEventAction] to discard a modal or pending input.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_down" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move down in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_end" type="Dictionary" setter="" getter="">
Default [InputEventAction] to go to the end position of a [Control] (e.g. last item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_END] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_focus_next" type="Dictionary" setter="" getter="">
Default [InputEventAction] to focus the next [Control] in the scene. The focus behavior can be configured via [member Control.focus_next].
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_focus_prev" type="Dictionary" setter="" getter="">
Default [InputEventAction] to focus the previous [Control] in the scene. The focus behavior can be configured via [member Control.focus_previous].
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_home" type="Dictionary" setter="" getter="">
Default [InputEventAction] to go to the start position of a [Control] (e.g. first item in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_HOME] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_left" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move left in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_page_down" type="Dictionary" setter="" getter="">
Default [InputEventAction] to go down a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEDOWN] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_page_up" type="Dictionary" setter="" getter="">
Default [InputEventAction] to go up a page in a [Control] (e.g. in an [ItemList] or a [Tree]), matching the behavior of [constant KEY_PAGEUP] on typical desktop UI systems.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_right" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move right in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_select" type="Dictionary" setter="" getter="">
Default [InputEventAction] to select an item in a [Control] (e.g. in an [ItemList] or a [Tree]).
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input/ui_up" type="Dictionary" setter="" getter="">
Default [InputEventAction] to move up in the UI.
[b]Note:[/b] Default [code]ui_*[/code] actions cannot be removed as they are necessary for the internal logic of several [Control]s. The events assigned to the action can however be modified.
</member>
<member name="input_devices/buffering/agile_event_flushing" type="bool" setter="" getter="" default="false">
If [code]true[/code], key/touch/joystick events will be flushed just before every idle and physics frame.
If [code]false[/code], such events will be flushed only once per idle frame, between iterations of the engine.
Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per visible (idle) frame, because they can't run at the target frame rate.
[b]Note:[/b] Currently implemented only in Android.
</member>
<member name="input_devices/compatibility/legacy_just_pressed_behavior" type="bool" setter="" getter="" default="false">
If [code]true[/code], [method Input.is_action_just_pressed] and [method Input.is_action_just_released] will only return [code]true[/code] if the action is still in the respective state, i.e. an action that is pressed [i]and[/i] released on the same frame will be missed.
If [code]false[/code], no input will be lost.
[b]Note:[/b] You should in nearly all cases prefer the [code]false[/code] setting. The legacy behavior is to enable supporting old projects that rely on the old logic, without changes to script.
</member>
<member name="input_devices/pointing/android/enable_long_press_as_right_click" type="bool" setter="" getter="" default="false">
If [code]true[/code], long press events on an Android touchscreen are transformed into right click events.
</member>
<member name="input_devices/pointing/android/enable_pan_and_scale_gestures" type="bool" setter="" getter="" default="false">
If [code]true[/code], multi-touch pan and scale gestures are enabled on Android devices.
</member>
<member name="input_devices/pointing/android/rotary_input_scroll_axis" type="int" setter="" getter="" default="1">
On Wear OS devices, defines which axis of the mouse wheel rotary input is mapped to. This rotary input is usually performed by rotating the physical or virtual (touch-based) bezel on a smartwatch.
</member>
<member name="input_devices/pointing/emulate_mouse_from_touch" type="bool" setter="" getter="" default="true">
If [code]true[/code], sends mouse input events when tapping or swiping on the touchscreen.
</member>
<member name="input_devices/pointing/emulate_touch_from_mouse" type="bool" setter="" getter="" default="false">
If [code]true[/code], sends touch input events when clicking or dragging the mouse.
</member>
<member name="layer_names/2d_navigation/layer_1" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/2d_navigation/layer_10" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/2d_navigation/layer_11" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/2d_navigation/layer_12" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/2d_navigation/layer_13" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/2d_navigation/layer_14" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 14. If left empty, the layer will display as "Layer 14".
</member>
<member name="layer_names/2d_navigation/layer_15" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/2d_navigation/layer_16" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/2d_navigation/layer_17" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/2d_navigation/layer_18" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/2d_navigation/layer_19" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/2d_navigation/layer_2" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/2d_navigation/layer_20" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 20. If left empty, the layer will display as "Layer 20".
</member>
<member name="layer_names/2d_navigation/layer_21" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 21. If left empty, the layer will display as "Layer 21".
</member>
<member name="layer_names/2d_navigation/layer_22" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 22. If left empty, the layer will display as "Layer 22".
</member>
<member name="layer_names/2d_navigation/layer_23" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 23. If left empty, the layer will display as "Layer 23".
</member>
<member name="layer_names/2d_navigation/layer_24" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 24. If left empty, the layer will display as "Layer 24".
</member>
<member name="layer_names/2d_navigation/layer_25" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 25. If left empty, the layer will display as "Layer 25".
</member>
<member name="layer_names/2d_navigation/layer_26" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 26. If left empty, the layer will display as "Layer 26".
</member>
<member name="layer_names/2d_navigation/layer_27" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 27. If left empty, the layer will display as "Layer 27".
</member>
<member name="layer_names/2d_navigation/layer_28" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 28. If left empty, the layer will display as "Layer 28".
</member>
<member name="layer_names/2d_navigation/layer_29" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 29. If left empty, the layer will display as "Layer 29".
</member>
<member name="layer_names/2d_navigation/layer_3" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 3. If left empty, the layer will display as "Layer 3".
</member>
<member name="layer_names/2d_navigation/layer_30" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 30. If left empty, the layer will display as "Layer 30".
</member>
<member name="layer_names/2d_navigation/layer_31" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 31. If left empty, the layer will display as "Layer 31".
</member>
<member name="layer_names/2d_navigation/layer_32" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 32. If left empty, the layer will display as "Layer 32".
</member>
<member name="layer_names/2d_navigation/layer_4" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 4. If left empty, the layer will display as "Layer 4".
</member>
<member name="layer_names/2d_navigation/layer_5" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 5. If left empty, the layer will display as "Layer 5".
</member>
<member name="layer_names/2d_navigation/layer_6" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 6. If left empty, the layer will display as "Layer 6".
</member>
<member name="layer_names/2d_navigation/layer_7" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 7. If left empty, the layer will display as "Layer 7".
</member>
<member name="layer_names/2d_navigation/layer_8" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 8. If left empty, the layer will display as "Layer 8".
</member>
<member name="layer_names/2d_navigation/layer_9" type="String" setter="" getter="" default="""">
Optional name for the 2D navigation layer 9. If left empty, the layer will display as "Layer 9".
</member>
<member name="layer_names/2d_physics/layer_1" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 1.
</member>
<member name="layer_names/2d_physics/layer_10" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 10.
</member>
<member name="layer_names/2d_physics/layer_11" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 11.
</member>
<member name="layer_names/2d_physics/layer_12" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 12.
</member>
<member name="layer_names/2d_physics/layer_13" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 13.
</member>
<member name="layer_names/2d_physics/layer_14" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 14.
</member>
<member name="layer_names/2d_physics/layer_15" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 15.
</member>
<member name="layer_names/2d_physics/layer_16" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 16.
</member>
<member name="layer_names/2d_physics/layer_17" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 17.
</member>
<member name="layer_names/2d_physics/layer_18" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 18.
</member>
<member name="layer_names/2d_physics/layer_19" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 19.
</member>
<member name="layer_names/2d_physics/layer_2" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 2.
</member>
<member name="layer_names/2d_physics/layer_20" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 20.
</member>
<member name="layer_names/2d_physics/layer_21" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 21.
</member>
<member name="layer_names/2d_physics/layer_22" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 22.
</member>
<member name="layer_names/2d_physics/layer_23" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 23.
</member>
<member name="layer_names/2d_physics/layer_24" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 24.
</member>
<member name="layer_names/2d_physics/layer_25" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 25.
</member>
<member name="layer_names/2d_physics/layer_26" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 26.
</member>
<member name="layer_names/2d_physics/layer_27" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 27.
</member>
<member name="layer_names/2d_physics/layer_28" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 28.
</member>
<member name="layer_names/2d_physics/layer_29" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 29.
</member>
<member name="layer_names/2d_physics/layer_3" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 3.
</member>
<member name="layer_names/2d_physics/layer_30" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 30.
</member>
<member name="layer_names/2d_physics/layer_31" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 31.
</member>
<member name="layer_names/2d_physics/layer_32" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 32.
</member>
<member name="layer_names/2d_physics/layer_4" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 4.
</member>
<member name="layer_names/2d_physics/layer_5" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 5.
</member>
<member name="layer_names/2d_physics/layer_6" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 6.
</member>
<member name="layer_names/2d_physics/layer_7" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 7.
</member>
<member name="layer_names/2d_physics/layer_8" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 8.
</member>
<member name="layer_names/2d_physics/layer_9" type="String" setter="" getter="" default="""">
Optional name for the 2D physics layer 9.
</member>
<member name="layer_names/2d_render/layer_1" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 1.
</member>
<member name="layer_names/2d_render/layer_10" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 10.
</member>
<member name="layer_names/2d_render/layer_11" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 11.
</member>
<member name="layer_names/2d_render/layer_12" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 12.
</member>
<member name="layer_names/2d_render/layer_13" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 13.
</member>
<member name="layer_names/2d_render/layer_14" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 14.
</member>
<member name="layer_names/2d_render/layer_15" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 15.
</member>
<member name="layer_names/2d_render/layer_16" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 16.
</member>
<member name="layer_names/2d_render/layer_17" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 17.
</member>
<member name="layer_names/2d_render/layer_18" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 18.
</member>
<member name="layer_names/2d_render/layer_19" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 19.
</member>
<member name="layer_names/2d_render/layer_2" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 2.
</member>
<member name="layer_names/2d_render/layer_20" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 20.
</member>
<member name="layer_names/2d_render/layer_3" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 3.
</member>
<member name="layer_names/2d_render/layer_4" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 4.
</member>
<member name="layer_names/2d_render/layer_5" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 5.
</member>
<member name="layer_names/2d_render/layer_6" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 6.
</member>
<member name="layer_names/2d_render/layer_7" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 7.
</member>
<member name="layer_names/2d_render/layer_8" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 8.
</member>
<member name="layer_names/2d_render/layer_9" type="String" setter="" getter="" default="""">
Optional name for the 2D render layer 9.
</member>
<member name="layer_names/3d_navigation/layer_1" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 1. If left empty, the layer will display as "Layer 1".
</member>
<member name="layer_names/3d_navigation/layer_10" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 10. If left empty, the layer will display as "Layer 10".
</member>
<member name="layer_names/3d_navigation/layer_11" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 11. If left empty, the layer will display as "Layer 11".
</member>
<member name="layer_names/3d_navigation/layer_12" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 12. If left empty, the layer will display as "Layer 12".
</member>
<member name="layer_names/3d_navigation/layer_13" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 13. If left empty, the layer will display as "Layer 13".
</member>
<member name="layer_names/3d_navigation/layer_14" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 14. If left empty, the layer will display as "Layer 14".
</member>
<member name="layer_names/3d_navigation/layer_15" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 15. If left empty, the layer will display as "Layer 15".
</member>
<member name="layer_names/3d_navigation/layer_16" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 16. If left empty, the layer will display as "Layer 16".
</member>
<member name="layer_names/3d_navigation/layer_17" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 17. If left empty, the layer will display as "Layer 17".
</member>
<member name="layer_names/3d_navigation/layer_18" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 18. If left empty, the layer will display as "Layer 18".
</member>
<member name="layer_names/3d_navigation/layer_19" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 19. If left empty, the layer will display as "Layer 19".
</member>
<member name="layer_names/3d_navigation/layer_2" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 2. If left empty, the layer will display as "Layer 2".
</member>
<member name="layer_names/3d_navigation/layer_20" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 20. If left empty, the layer will display as "Layer 20".
</member>
<member name="layer_names/3d_navigation/layer_21" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 21. If left empty, the layer will display as "Layer 21".
</member>
<member name="layer_names/3d_navigation/layer_22" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 22. If left empty, the layer will display as "Layer 22".
</member>
<member name="layer_names/3d_navigation/layer_23" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 23. If left empty, the layer will display as "Layer 23".
</member>
<member name="layer_names/3d_navigation/layer_24" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 24. If left empty, the layer will display as "Layer 24".
</member>
<member name="layer_names/3d_navigation/layer_25" type="String" setter="" getter="" default="""">
Optional name for the 3D navigation layer 25. If left empty, the layer will display as "Layer 25".
</member>
<member name="layer_names/3d_navigation/layer_26" type="String" setter="" getter="" default="""">